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
This commit is contained in:
Wanne
2013-10-31 09:04:11 +00:00
parent f17829fac9
commit 5872d264f7
3 changed files with 7 additions and 4 deletions
+4
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@@ -15623,6 +15623,10 @@ BOOLEAN CanCharacterTrainMobileMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
return( FALSE );
}
if ( 100 <= GetMobileMilitiaQuota( TRUE ) )
return ( FALSE );
///////////////////////////////
// Test for required Leadership
+1 -2
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@@ -33,7 +33,6 @@
#include "MilitiaSquads.h"
#include "Reinforcement.h"
#include "Inventory Choosing.h" // added by Flugente for MoveOneMilitiaEquipmentSet() and MoveMilitiaEquipment()
#include "message.h" // added by Flugente for ScreenMsg()
// Debug defines
@@ -2377,7 +2376,7 @@ UINT8 GetMobileMilitiaQuota( BOOLEAN printMessage )
UINT8 iTownsUnderPlayerControl = 0, iCurrentProgress = 0, iMaxProgress = 0, iNumRebelsInPlayerTeam = 0;
//temp values for sectors we gonna check
INT8 iCurrT_ID, test;
INT8 iCurrT_ID;
UINT16 iStrategicMapID, iSectorInfoID;
SECTORINFO *pSectorInfo;
+2 -2
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@@ -6890,11 +6890,11 @@ BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16
fContinue = TRUE;
}
else
{
#endif
{
iDest = FindBestPath( this, sDestGridNo, this->pathing.bLevel, usMovementAnim, COPYROUTE, fFlags );
fContinue = (iDest != 0);
// }
}
// Only if we can get a path here
if ( fContinue )