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Remove bLastKnownEnemies from SECTORINFO
As per the old comment, even though the field value is updated partially according to whether there are known enemies present or not, it's not used for anything.
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@@ -460,7 +460,6 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
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pSector->ubNumJeeps = 0;
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pSector->ubNumRobots = 0;
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pSector->ubNumCreatures = 0;
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pSector->bLastKnownEnemies = 0;
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//Remove the mobile forces here, but only if battle is over.
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while( pGroup )
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{
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@@ -1839,7 +1838,6 @@ void RenderAutoResolve()
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HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
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SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0];
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