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Change UINT8 to UINT16 for soldierInitLists & hostiles in sector
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@@ -29,9 +29,9 @@
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UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
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UINT32 guiMilitiaReinforceTurn = 0, guiMilitiaArrived = 0;//dnl ch68 090913
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void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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UINT16 pusMoveDir[4][3]; //first column in this matrix is number of sector, except for 4th row
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UINT8 ubDirNumber, ubIndex;
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@@ -156,9 +156,9 @@ void ActivateTurncoatsForAutoResolve( INT16 sSectorX, INT16 sSectorY )
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}
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}
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UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
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UINT16 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumRobots, &ubNumTanks, &ubNumJeeps );
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