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New feature: SAM site cover can now overlap, and SAM sited can be hacked to lower their radius. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23211&goto=347188&#msg_347188
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2343 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -203,6 +203,15 @@ StatTypes =
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LDRAMT = 11,
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}
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-- different teams
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Teams =
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{
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ENEMY_TEAM = 1,
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CREATURE_TEAM = 2,
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MILITIA_TEAM = 3,
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CIV_TEAM = 4,
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}
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local iLoop
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local aimLoop
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@@ -667,7 +676,7 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It seems an even more advance version of the rocket rifle has been developed.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Several files seem to be missing... you can't find the weapon specifics.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The advanced version never developed further than the prototypes stage.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It is not known where those 2 prototypes are.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It is not specified where the prototypes are.")
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end
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-- money
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_LAB2_PC ) then
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@@ -705,7 +714,7 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_2 ) then
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if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This base seems to have different levels of clearance.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Some of the storage rooms are hevily fortified.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Some of the storage rooms are heavily fortified.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Explosives likely won't be enough, these doors require a key code.")
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It is likely the lead scientists or guards might have the key codes.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The files don't say what exactly is stored here though.")
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@@ -718,10 +727,10 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_1 ) then
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if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A log lists recent arrivals and departures to this base.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "For a long time, this base onyl received supplies.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "For a long time, this base only received supplies.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "But recently, quite a few shipments were sent from here to Meduna.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The logs don't say what was shipped, but the destination was the royal guard HQ.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This does not sound encouraging.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You have a bad feeling about this.")
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SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK)
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elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then
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@@ -786,7 +795,7 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Apart from the chalice, the museum doesn't seem to have anything of interest.")
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end
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-- Drassen SAM: get info from the pc and use the comman console
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-- Drassen SAM: get info from the pc and use the command console
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_DRASSENSAM_PC_1 ) then
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if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "We've compromised an army personnel database!")
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@@ -815,9 +824,43 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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end
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_DRASSENSAM_COMMANDCONSOLE ) then
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if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You have no idea how this works.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You decide to not touch anything, you might break something.")
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samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY)
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ourhack = 100 - 2 * successpts
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if ( ourhack < 0 ) then
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ourhack = 0
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end
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-- we can hack the SAM, decreasing its radius, or undo a previous hack
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-- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases
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-- otherwise, we obviously control the SAM, so try to unhack it
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if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then
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if ( ourhack >= samhackstatus ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.")
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else
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SetSamSiteHackStatus(sSectorX, sSectorY, ourhack)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.")
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end
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else
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if ( samhackstatus < 100 ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.")
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if ( ourhack <= samhackstatus ) then
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SetSamSiteHackStatus(sSectorX, sSectorY, 100)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.")
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.")
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end
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.")
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end
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end
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end
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-- Chitzena SAM: get info from the pc and use the comman console
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CHITZENASAM_PC_1 ) then
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@@ -866,9 +909,43 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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end
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CHITZENASAM_COMMANDCONSOLE ) then
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if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You have no idea how this works.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You decide to not touch anything, you might break something.")
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samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY)
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ourhack = 100 - 2 * successpts
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if ( ourhack < 0 ) then
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ourhack = 0
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end
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-- we can hack the SAM, decreasing its radius, or undo a previous hack
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-- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases
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-- otherwise, we obviously control the SAM, so try to unhack it
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if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then
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if ( ourhack >= samhackstatus ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.")
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else
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SetSamSiteHackStatus(sSectorX, sSectorY, ourhack)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.")
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end
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else
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if ( samhackstatus < 100 ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.")
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if ( ourhack <= samhackstatus ) then
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SetSamSiteHackStatus(sSectorX, sSectorY, 100)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.")
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.")
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end
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.")
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end
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end
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end
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-- central SAM: get info from the pc and use the command console
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CENTRALSAM_PC_1 ) then
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@@ -939,9 +1016,43 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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end
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CENTRALSAM_COMMANDCONSOLE ) then
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if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You have no idea how this works.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You decide to not touch anything, you might break something.")
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samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY)
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ourhack = 100 - 2 * successpts
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if ( ourhack < 0 ) then
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ourhack = 0
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end
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-- we can hack the SAM, decreasing its radius, or undo a previous hack
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-- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases
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-- otherwise, we obviously control the SAM, so try to unhack it
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if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then
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if ( ourhack >= samhackstatus ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.")
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else
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SetSamSiteHackStatus(sSectorX, sSectorY, ourhack)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.")
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end
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else
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if ( samhackstatus < 100 ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.")
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if ( ourhack <= samhackstatus ) then
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SetSamSiteHackStatus(sSectorX, sSectorY, 100)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.")
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.")
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end
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.")
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end
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end
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end
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-- Meduna SAM: get info from the pc and use the command console
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNASAM_PC_1 ) then
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@@ -978,9 +1089,43 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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end
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elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNASAM_COMMANDCONSOLE ) then
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if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You have no idea how this works.")
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You decide to not touch anything, you might break something.")
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samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY)
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ourhack = 100 - 2 * successpts
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if ( ourhack < 0 ) then
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ourhack = 0
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end
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-- we can hack the SAM, decreasing its radius, or undo a previous hack
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-- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases
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-- otherwise, we obviously control the SAM, so try to unhack it
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if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then
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if ( ourhack >= samhackstatus ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.")
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else
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SetSamSiteHackStatus(sSectorX, sSectorY, ourhack)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.")
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end
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else
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if ( samhackstatus < 100 ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.")
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if ( ourhack <= samhackstatus ) then
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SetSamSiteHackStatus(sSectorX, sSectorY, 100)
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.")
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.")
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end
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else
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SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.")
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end
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end
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end
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-- MEDUNA PALACE BUNKER
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-- entrance desktop contains a list of important people allied to the queen
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@@ -339,7 +339,7 @@
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<sStructureGridno>11135</sStructureGridno>
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<sLevel>0</sLevel>
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<sActionType>1</sActionType>
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<difficulty>10</difficulty>
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<difficulty>15</difficulty>
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<luaactionid>14</luaactionid>
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</ACTION>
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<!-- |||||||||||||||||||| DRASSEN-SAM |||||||||||||||||||| -->
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@@ -386,7 +386,7 @@
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<sStructureGridno>10196</sStructureGridno>
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<sLevel>0</sLevel>
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<sActionType>1</sActionType>
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<difficulty>10</difficulty>
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<difficulty>15</difficulty>
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<luaactionid>17</luaactionid>
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</ACTION>
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<!-- |||||||||||||||||||| CHITZENA-SAM |||||||||||||||||||| -->
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@@ -448,7 +448,7 @@
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<sStructureGridno>15920</sStructureGridno>
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<sLevel>0</sLevel>
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<sActionType>1</sActionType>
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<difficulty>10</difficulty>
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<difficulty>15</difficulty>
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<luaactionid>21</luaactionid>
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</ACTION>
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<!-- |||||||||||||||||||| CENTRAL SAM |||||||||||||||||||| -->
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@@ -499,7 +499,7 @@
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<sStructureGridno>11912</sStructureGridno>
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<sLevel>0</sLevel>
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<sActionType>1</sActionType>
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<difficulty>10</difficulty>
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<difficulty>15</difficulty>
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<luaactionid>24</luaactionid>
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</ACTION>
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<!-- |||||||||||||||||||| MEDUNA SAM |||||||||||||||||||| -->
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@@ -36,6 +36,8 @@ Fields index:
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There is air control table at the end on this file.
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The numbers indicate what sam site controls air space of sector.
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Zero (0) means neither of sams control this sector.
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Each sector now takes a flagmask indicating the SAMs. So 1 is for SAM 1, 2 for SAM 2, 4 for SAM 3, 8 for SAM 4 and so on.
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Add numbers to have mutliple SAMs covering a sector, so 3 means that both SAM 1 and 2 cover a sector.
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NOTE: Rows 0 and 17, and also columns 0 and 17 CANNOT BE USED.
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It is world borders.
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@@ -91,26 +93,50 @@ Others not.
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<samGridNoB>11912</samGridNoB>
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</SAM>
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</SAMLIST>
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<!-- The old SAM site setup. Comment this in and the lit below it out to return to vanilla state. -->
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<!--
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<SAM_CONTROLLED_SECTORS>
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<!-- Column index: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 -->
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<!-- -->
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<MAP_ROW row="00"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
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<MAP_ROW row="01"> 0 1 1 1 1 1 1 1 1 0 0 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="02"> 0 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 3 2 2 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="04"> 0 1 1 1 1 1 1 1 3 3 2 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="05"> 0 1 1 1 1 1 1 3 3 3 3 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="06"> 0 1 1 1 1 1 3 3 3 3 3 3 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="07"> 0 1 1 1 1 3 3 3 3 3 3 3 3 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="08"> 0 1 1 1 3 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="09"> 0 1 1 3 3 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="10"> 0 1 4 4 4 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="11"> 0 4 4 4 4 4 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="12"> 0 4 4 4 4 4 4 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="13"> 0 4 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="14"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="15"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 0 </MAP_ROW>
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<MAP_ROW row="16"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 0 </MAP_ROW>
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<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 4 2 2 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="04"> 0 1 1 1 1 1 1 1 4 4 2 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="05"> 0 1 1 1 1 1 1 4 4 4 4 2 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="06"> 0 1 1 1 1 1 4 4 4 4 4 4 2 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="07"> 0 1 1 1 1 4 4 4 4 4 4 4 4 2 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="08"> 0 1 1 1 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="09"> 0 1 1 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="10"> 0 1 8 8 8 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="11"> 0 8 8 8 8 8 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="12"> 0 8 8 8 8 8 8 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
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<MAP_ROW row="13"> 0 8 8 8 8 8 8 8 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="14"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="15"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="16"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="17"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
|
||||
</SAM_CONTROLLED_SECTORS>
|
||||
-->
|
||||
|
||||
<SAM_CONTROLLED_SECTORS>
|
||||
<!-- Column index: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 -->
|
||||
<MAP_ROW row="00"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="01"> 0 1 1 1 1 1 1 1 1 0 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="02"> 0 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="04"> 0 1 1 1 1 5 5 5 5 6 6 6 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="05"> 0 1 1 1 5 5 5 5 5 6 6 6 6 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="06"> 0 1 1 5 5 5 5 5 5 6 6 6 6 6 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="07"> 0 1 1 5 5 5 5 5 5 4 6 6 6 6 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="08"> 0 1 1 5 5 5 5 5 4 4 6 6 6 6 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="09"> 0 1 1 5 5 5 5 4 4 4 4 6 6 6 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="10"> 0 9 9 13 13 13 12 12 4 4 4 4 4 6 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="11"> 0 8 8 12 12 12 12 12 12 4 4 4 4 4 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="12"> 0 8 8 12 12 12 12 12 12 4 4 4 4 4 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="13"> 0 8 8 8 12 12 12 12 12 4 4 4 4 0 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="14"> 0 8 8 8 8 12 12 12 12 12 4 4 0 0 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="15"> 0 8 8 8 8 8 8 8 8 0 0 0 0 0 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="16"> 0 8 8 8 8 8 8 8 8 0 0 0 0 0 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="17"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
|
||||
</SAM_CONTROLLED_SECTORS>
|
||||
</SAM_INFO>
|
||||
|
||||
Reference in New Issue
Block a user