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Additional Mobile Militia improvements from Rev: 6544 (by Moa)
- popup for training mobiles allowed training when above maximum git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6548 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -15623,6 +15623,10 @@ BOOLEAN CanCharacterTrainMobileMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
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return( FALSE );
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}
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if ( 100 <= GetMobileMilitiaQuota( TRUE ) )
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return ( FALSE );
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///////////////////////////////
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// Test for required Leadership
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@@ -33,7 +33,6 @@
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#include "MilitiaSquads.h"
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#include "Reinforcement.h"
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#include "Inventory Choosing.h" // added by Flugente for MoveOneMilitiaEquipmentSet() and MoveMilitiaEquipment()
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#include "message.h" // added by Flugente for ScreenMsg()
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// Debug defines
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@@ -2377,7 +2376,7 @@ UINT8 GetMobileMilitiaQuota( BOOLEAN printMessage )
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UINT8 iTownsUnderPlayerControl = 0, iCurrentProgress = 0, iMaxProgress = 0, iNumRebelsInPlayerTeam = 0;
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//temp values for sectors we gonna check
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INT8 iCurrT_ID, test;
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INT8 iCurrT_ID;
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UINT16 iStrategicMapID, iSectorInfoID;
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SECTORINFO *pSectorInfo;
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@@ -6890,11 +6890,11 @@ BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16
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fContinue = TRUE;
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}
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else
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{
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#endif
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{
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iDest = FindBestPath( this, sDestGridNo, this->pathing.bLevel, usMovementAnim, COPYROUTE, fFlags );
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fContinue = (iDest != 0);
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// }
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}
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// Only if we can get a path here
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if ( fContinue )
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