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Externalized UB bloodcat quest sector
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@@ -357,6 +357,11 @@ void LoadGameUBOptions()
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gGameUBOptions.H10SectorPlayerQuoteZ = iniReader.ReadInteger("Unfinished Business Settings","H10_SECTOR_PLAYER_QUOTE_Z", 0);
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gGameUBOptions.H10SectorPlayerQuoteZ = iniReader.ReadInteger("Unfinished Business Settings","H10_SECTOR_PLAYER_QUOTE_Z", 0);
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gGameUBOptions.BettyBloodCatSectorX = iniReader.ReadInteger( "Unfinished Business Settings", "BETTY_BLOODCAT_SECTOR_X", 10 );
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gGameUBOptions.BettyBloodCatSectorY = iniReader.ReadInteger( "Unfinished Business Settings", "BETTY_BLOODCAT_SECTOR_Y", 9 );
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gGameUBOptions.BettyBloodCatSectorZ = iniReader.ReadInteger( "Unfinished Business Settings", "BETTY_BLOODCAT_SECTOR_Z", 0 );
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if ( gGameUBOptions.InGameHeli == TRUE )
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if ( gGameUBOptions.InGameHeli == TRUE )
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gGameUBOptions.InGameHeliCrash = FALSE;
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gGameUBOptions.InGameHeliCrash = FALSE;
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@@ -221,6 +221,9 @@ typedef struct
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UINT8 MaxNumberOfMercs;
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UINT8 MaxNumberOfMercs;
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INT16 BettyBloodCatSectorX;
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INT16 BettyBloodCatSectorY;
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INT8 BettyBloodCatSectorZ;
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} GAME_UB_OPTIONS;
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} GAME_UB_OPTIONS;
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extern GAME_UB_OPTIONS gGameUBOptions;
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extern GAME_UB_OPTIONS gGameUBOptions;
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@@ -3171,7 +3171,7 @@ BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
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void HandleBloodCatDeaths( SECTORINFO *pSector )
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void HandleBloodCatDeaths( SECTORINFO *pSector )
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{
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{
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//if the current sector is the first part of the town
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//if the current sector is the first part of the town
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if( gWorldSectorX == 10 && gWorldSectorY == 9 && gbWorldSectorZ == 0 )
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if( gWorldSectorX == BETTY_BLOODCAT_SECTOR_X && gWorldSectorY == BETTY_BLOODCAT_SECTOR_Y && gbWorldSectorZ == BETTY_BLOODCAT_SECTOR_Z )
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{
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{
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//if ALL the bloodcats are killed
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//if ALL the bloodcats are killed
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if( pSector->bBloodCats == 0 )
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if( pSector->bBloodCats == 0 )
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@@ -317,6 +317,9 @@ UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X = 14;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = 10;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = 10;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = 1;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = 1;
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INT16 BETTY_BLOODCAT_SECTOR_X = 10;
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INT16 BETTY_BLOODCAT_SECTOR_Y = 9;
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INT8 BETTY_BLOODCAT_SECTOR_Z = 0;
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void InitGridNoUB()
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void InitGridNoUB()
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{
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{
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@@ -353,6 +356,11 @@ void InitGridNoUB()
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EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = gGameUBOptions.ExitForFanToPowerGenSectorY; //10;
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EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = gGameUBOptions.ExitForFanToPowerGenSectorY; //10;
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EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = gGameUBOptions.ExitForFanToPowerGenSectorZ; //1;
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EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = gGameUBOptions.ExitForFanToPowerGenSectorZ; //1;
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BETTY_BLOODCAT_SECTOR_X = gGameUBOptions.BettyBloodCatSectorX;
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BETTY_BLOODCAT_SECTOR_Y = gGameUBOptions.BettyBloodCatSectorY;
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BETTY_BLOODCAT_SECTOR_Z = gGameUBOptions.BettyBloodCatSectorZ;
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MANUEL_UB = gGameUBOptions.ubMANUEL_UB;
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MANUEL_UB = gGameUBOptions.ubMANUEL_UB;
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BIGGENS_UB = gGameUBOptions.ubBIGGENS_UB;
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BIGGENS_UB = gGameUBOptions.ubBIGGENS_UB;
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JOHN_K_UB = gGameUBOptions.ubJOHN_K_UB;
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JOHN_K_UB = gGameUBOptions.ubJOHN_K_UB;
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@@ -143,6 +143,10 @@ extern UINT8 RAUL_UB;
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extern UINT8 MORRIS_UB;
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extern UINT8 MORRIS_UB;
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extern UINT8 RUDY_UB;
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extern UINT8 RUDY_UB;
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extern INT16 BETTY_BLOODCAT_SECTOR_X;
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extern INT16 BETTY_BLOODCAT_SECTOR_Y;
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extern INT8 BETTY_BLOODCAT_SECTOR_Z;
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extern void Old_UB_Inventory ();
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extern void Old_UB_Inventory ();
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extern void New_UB_Inventory ();
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extern void New_UB_Inventory ();
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