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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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+15
-14
@@ -4870,18 +4870,19 @@ void DebugSoldierPage4( )
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switch( pSoldier->ubSoldierClass )
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{
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case SOLDIER_CLASS_ADMINISTRATOR: gprintf( 320, LINE_HEIGHT * ubLine, L"(Administrator)" ); break;
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case SOLDIER_CLASS_ELITE: gprintf( 320, LINE_HEIGHT * ubLine, L"(Army Elite)" ); break;
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case SOLDIER_CLASS_ARMY: gprintf( 320, LINE_HEIGHT * ubLine, L"(Army Troop)" ); break;
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case SOLDIER_CLASS_CREATURE: gprintf( 320, LINE_HEIGHT * ubLine, L"(Creature)" ); break;
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case SOLDIER_CLASS_ELITE: gprintf( 320, LINE_HEIGHT * ubLine, L"(Army Elite)" ); break;
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case SOLDIER_CLASS_ARMY: gprintf( 320, LINE_HEIGHT * ubLine, L"(Army Troop)" ); break;
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case SOLDIER_CLASS_CREATURE: gprintf( 320, LINE_HEIGHT * ubLine, L"(Creature)" ); break;
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case SOLDIER_CLASS_GREEN_MILITIA: gprintf( 320, LINE_HEIGHT * ubLine, L"(Green Militia)" ); break;
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case SOLDIER_CLASS_REG_MILITIA: gprintf( 320, LINE_HEIGHT * ubLine, L"(Reg Militia)" ); break;
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case SOLDIER_CLASS_ELITE_MILITIA: gprintf( 320, LINE_HEIGHT * ubLine, L"(Elite Militia)" ); break;
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case SOLDIER_CLASS_MINER: gprintf( 320, LINE_HEIGHT * ubLine, L"(Miner)" ); break;
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case SOLDIER_CLASS_ZOMBIE: gprintf( 320, LINE_HEIGHT * ubLine, L"(Zombie)" ); break;
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case SOLDIER_CLASS_MINER: gprintf( 320, LINE_HEIGHT * ubLine, L"(Miner)" ); break;
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case SOLDIER_CLASS_ZOMBIE: gprintf( 320, LINE_HEIGHT * ubLine, L"(Zombie)" ); break;
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case SOLDIER_CLASS_BANDIT: gprintf( 320, LINE_HEIGHT * ubLine, L"(Bandit)" ); break;
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default: break; //don't care (don't write anything)
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}
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ubLine++;
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++ubLine;
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if( pSoldier->bTeam != OUR_TEAM )
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{
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@@ -7785,19 +7786,19 @@ void MakeBloodcatsHostile( void )
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iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
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for (pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; iLoop++,pSoldier++ )
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for (pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop, ++pSoldier )
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{
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if ( pSoldier->ubBodyType == BLOODCAT && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
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{
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SetSoldierNonNeutral( pSoldier );
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RecalculateOppCntsDueToNoLongerNeutral( pSoldier );
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if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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CheckForPotentialAddToBattleIncrement( pSoldier );
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}
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SetSoldierNonNeutral( pSoldier );
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RecalculateOppCntsDueToNoLongerNeutral( pSoldier );
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if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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CheckForPotentialAddToBattleIncrement( pSoldier );
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}
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}
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}
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}
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BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier)
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