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Change UINT8 to UINT16 for soldierInitLists & hostiles in sector
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+12
-12
@@ -12,26 +12,26 @@
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extern BOOLEAN gfPendingNonPlayerTeam[PLAYER_PLAN];
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UINT8 NumFreeSlots( UINT8 ubTeam );
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UINT16 NumFreeSlots( UINT8 ubTeam );
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//Counts enemies and crepitus, but not bloodcats.
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UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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UINT16 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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UINT16 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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// returns how many members of a team are in a sector - not intended for OUR_TEAM!
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UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );
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UINT16 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );
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// returns how many members of a team are in a sector - only intended for OUR_TEAM! POWs not included
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UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ );
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UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam );
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UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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UINT16 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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UINT16 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT16 usTeam, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
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void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
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//Called when entering a sector so the campaign AI can automatically insert the
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//correct number of troops of each type based on the current number in the sector
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@@ -39,8 +39,8 @@ void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAd
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BOOLEAN PrepareEnemyForSectorBattle();
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BOOLEAN PrepareEnemyForUndergroundBattle();
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void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumRobots, UINT8 ubNumTanks, UINT8 abNumJeeps, BOOLEAN fMagicallyAppeared );
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void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared );
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void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumAdmins, UINT16 ubNumTroops, UINT16 ubNumElites, UINT16 ubNumRobots, UINT16 ubNumTanks, UINT16 abNumJeeps, BOOLEAN fMagicallyAppeared );
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void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumGreens, UINT16 ubNumRegulars, UINT16 ubNumElites, BOOLEAN fMagicallyAppeared );
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void AddPossiblePendingEnemiesToBattle();
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void EndTacticalBattleForEnemy();
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