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Change UINT8 to UINT16 for soldierInitLists & hostiles in sector
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@@ -2,16 +2,16 @@
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#define __REINFORCEMENT_H__
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//For Autoresolve (mostly)
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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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void ActivateTurncoatsForAutoResolve( INT16 sSectorX, INT16 sSectorY );
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BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY );
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UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY );
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UINT16 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
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UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
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UINT16 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
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//For Tactical
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UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
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void AddPossiblePendingMilitiaToBattle();
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GROUP* GetNonPlayerGroupInSectorForReinforcement( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
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#endif
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#endif
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