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- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior.
- Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE. - renamed special prisoners to officers. - lowered the priority of enemy troops becoming medics - prisoners in player-controlled prisons now use the prioner-colour scheme used by Shank and Dynamo Requires GameDir >= r2028. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7179 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -373,11 +373,11 @@ BOOLEAN AllowedToStealFromTeamMate( UINT8 aAccessorID, UINT8 aTargetID );
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BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr);
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// Flugente: functions altering a sector's prisoners
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UINT16 GetNumberOfPrisoners( SECTORINFO *pSectorInfo, UINT8* apSpecial, UINT8* apElite, UINT8* apRegular, UINT8* apAdmin );
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UINT16 GetNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, UINT8* apSpecial, UINT8* apElite, UINT8* apRegular, UINT8* apAdmin );
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UINT16 GetNumberOfPrisoners( SECTORINFO *pSectorInfo, UINT8* aOfficer, UINT8* apElite, UINT8* apRegular, UINT8* apAdmin );
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UINT16 GetNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, UINT8* aOfficer, UINT8* apElite, UINT8* apRegular, UINT8* apAdmin );
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void ChangeNumberOfPrisoners( SECTORINFO *pSectorInfo, INT16 aSpecial, INT16 aElite, INT16 aRegular, INT16 aAdmin, INT16 sX = 0, INT16 sY = 0 );
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void ChangeNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, INT16 aSpecial, INT16 aElite, INT16 aRegular, INT16 aAdmin );
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void ChangeNumberOfPrisoners( SECTORINFO *pSectorInfo, INT16 aOfficer, INT16 aElite, INT16 aRegular, INT16 aAdmin, INT16 sX = 0, INT16 sY = 0 );
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void ChangeNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, INT16 aOfficer, INT16 aElite, INT16 aRegular, INT16 aAdmin );
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void DeleteAllPrisoners( SECTORINFO *pSectorInfo );
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void DeleteAllPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo );
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@@ -400,5 +400,29 @@ enum {
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// Flugente: return number of enemy officers and highest rank found
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UINT8 HighestEnemyOfficersInSector(BOOL& aType);
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// count all soldiers in the current sector that have a specific flag set
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UINT16 NumSoldiersWithFlagInSector(UINT8 aTeam, UINT32 aFlag);
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INT32 GetClosestSoldierWithFlag( UINT8 aTeam, UINT32 aFlag );
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// Flugente: VIP targets
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// can a new VIP be created?
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BOOLEAN VIPSlotFree();
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BOOLEAN SectorHasVIP( INT16 sMapX, INT16 sMapY );
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BOOLEAN PlayerKnowsAboutVIP( INT16 sMapX, INT16 sMapY );
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BOOLEAN TownHasVIP( INT8 bTownId );
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BOOLEAN GetRandomEnemyTownSector( INT8 bTownId, UINT16& aSector );
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// Get a possible sector for a VIP to spawn in. Note: we do not spawn new VIPs in Meduna - VIPs that escape move there instead
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BOOLEAN GetPossibleVIPSector( UINT16& aSector );
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// Get the location of a VIP we do not yet know about
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BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector );
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void DeleteVIP( INT16 sMapX, INT16 sMapY );
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void VIPFleesToMeduna();
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#endif
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