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synced 2026-09-09 14:46:05 +02:00
- moving militia bug fix: militia was not in sector at battle start
- changed militia orders to ONGUARD when entering the sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@146 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.144" };
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INT16 zVersionLabel[256] = { L"Release v1.13.146" };
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#endif
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#endif
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@@ -43,7 +43,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.136_2006_05_30.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.146_2006_05_30.exe"
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LinkIncremental="2"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.136_2006_05_30.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.146_2006_05_30.exe"
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LinkIncremental="1"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -584,7 +584,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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BOOLEAN fMoreTroopsLeft[4] = {FALSE,FALSE,FALSE,FALSE};
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BOOLEAN fMoreTroopsLeft[4] = {FALSE,FALSE,FALSE,FALSE};
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BOOLEAN fFirstLoop = TRUE;
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BOOLEAN fFirstLoop = TRUE;
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BOOLEAN fMilitiaAlreadyBeen = CountMilitia(pSectorInfo )>0 ? TRUE : FALSE;
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BOOLEAN fMilitiaAlreadyBeen = CountMilitia(pSectorInfo )>0 && gWorldSectorX == sMapX && gWorldSectorX == sMapY && gbWorldSectorZ == 0;
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guiDirNumber = 0;
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guiDirNumber = 0;
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@@ -159,10 +159,17 @@ void PrepareMilitiaForTactical()
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for( x = 0 ; x < guiDirNumber ; ++x )
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for( x = 0 ; x < guiDirNumber ; ++x )
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{
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{
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld,%ld,%ld", gpAttackDirs[ x ][ 0 ], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2], gpAttackDirs[ x ][3] );
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld,%ld,%ld", gpAttackDirs[ x ][ 0 ], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2], gpAttackDirs[ x ][3] );
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if( gpAttackDirs[ x ][ 3 ] != INSERTION_CODE_CENTER )
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if( gfMSResetMilitia )
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AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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{
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// AddSoldierInitListMilitia( gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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if( gpAttackDirs[ x ][ 3 ] != INSERTION_CODE_CENTER )
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// else
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AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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}
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else
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if( gpAttackDirs[ x ][ 3 ] == INSERTION_CODE_CENTER )
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AddSoldierInitListMilitia( gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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else
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AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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}
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}
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else AddSoldierInitListMilitia( ubGreen, ubRegs, ubElites );
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else AddSoldierInitListMilitia( ubGreen, ubRegs, ubElites );
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@@ -2367,7 +2367,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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ubTotalSoldiers--;
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ubTotalSoldiers--;
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_ELITE_MILITIA);
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_ELITE_MILITIA);
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->bOrders = ONGUARD;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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@@ -2392,7 +2392,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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ubTotalSoldiers--;
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ubTotalSoldiers--;
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_REG_MILITIA);
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_REG_MILITIA);
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->bOrders = ONGUARD;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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@@ -2417,7 +2417,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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ubTotalSoldiers--;
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ubTotalSoldiers--;
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_GREEN_MILITIA);
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_GREEN_MILITIA);
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->bOrders = ONGUARD;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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