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- Bugfix: Fixed assertion crash in UC-1.13 cutscene, when Deidranna wants to send troops to the SAM
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4769 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+16
-12
@@ -4600,19 +4600,23 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, 0, ubNumSoldiers );
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pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, 0, ubNumSoldiers );
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MoveSAIGroupToSector( &pGroup, ubSectorID, STAGE, REINFORCEMENTS );
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MoveSAIGroupToSector( &pGroup, ubSectorID, STAGE, REINFORCEMENTS );
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if( gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID )
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// WANNE: This should fix the assertion in UC in the cutscene!
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{ //Clear the pending group's assignment.
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if (SectorInfo[ ubSectorID ].ubGarrisonID != 255)
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pPendingGroup = GetGroup( gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID );
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{
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Assert( pPendingGroup );
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if( gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID )
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ClearPreviousAIGroupAssignment( pPendingGroup );
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{ //Clear the pending group's assignment.
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}
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pPendingGroup = GetGroup( gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID );
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//Assign the elite squad to attack the SAM site
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Assert( pPendingGroup );
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pGroup->pEnemyGroup->ubIntention = REINFORCEMENTS;
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ClearPreviousAIGroupAssignment( pPendingGroup );
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gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
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}
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//Assign the elite squad to attack the SAM site
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pGroup->pEnemyGroup->ubIntention = REINFORCEMENTS;
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gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
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if( pPendingGroup )
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if( pPendingGroup )
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{ //Reassign the pending group
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{ //Reassign the pending group
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ReassignAIGroup( &pPendingGroup );
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ReassignAIGroup( &pPendingGroup );
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}
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}
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}
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break;
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break;
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