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New feature: bloodcat/zombie/bandit raids on player-controlled sectors
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23711&goto=353154&#msg_353154 Requires GameDir >= r2420 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1592,14 +1592,13 @@ INT32 IsTownUnderCompleteControlByEnemy( INT8 bTownId )
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return( FALSE );
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}
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void AdjustLoyaltyForCivsEatenByMonsters( INT16 sSectorX, INT16 sSectorY, UINT8 ubHowMany)
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void AdjustLoyaltyForCivsEatenByMonsters( INT16 sSectorX, INT16 sSectorY, UINT8 ubHowMany, BOOLEAN aBandits)
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{
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INT8 bTownId = 0;
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UINT32 uiLoyaltyChange = 0;
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CHAR16 str[256];
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CHAR16 pSectorString[128];
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// get town id
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bTownId = GetTownIdForSector( sSectorX, sSectorY );
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@@ -1611,12 +1610,19 @@ void AdjustLoyaltyForCivsEatenByMonsters( INT16 sSectorX, INT16 sSectorY, UINT8
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//Report this to player
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GetSectorIDString( sSectorX, sSectorY, 0, pSectorString, TRUE );
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if ( aBandits )
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swprintf( str, gpStrategicString[STR_PB_BANDIT_KILLCIVS_IN_SECTOR], ubHowMany, pSectorString );
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else
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{
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#ifdef CHINESE
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//diffrent order of words in Chinese
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swprintf( str, gpStrategicString[ STR_DIALOG_CREATURES_KILL_CIVILIANS ], pSectorString, ubHowMany);
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//diffrent order of words in Chinese
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swprintf( str, gpStrategicString[STR_DIALOG_CREATURES_KILL_CIVILIANS], pSectorString, ubHowMany );
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#else
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swprintf( str, gpStrategicString[ STR_DIALOG_CREATURES_KILL_CIVILIANS ], ubHowMany, pSectorString );
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swprintf( str, gpStrategicString[STR_DIALOG_CREATURES_KILL_CIVILIANS], ubHowMany, pSectorString );
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#endif
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}
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DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, MapScreenDefaultOkBoxCallback );
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// use same formula as if it were a civilian "murder" in tactical!!!
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