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Merge pull request #47 from kitty624/gamedir-dev
fix invalid GridNo Maria/Angel BH-quest - the common used GridNo for one bountyhunter was invalid in some of the possible sectors - this had been already addressed for B14 in original commit - now expanded to use altenate GridNo in B2 and B12 as well - checked in MapEditor, other possible sectors allow a valid spawn at common used GridNo
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@@ -657,9 +657,16 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile)
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-- dont spawn in deep water
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-- dont spawn in deep water (B14)
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if (sSectorX == 14 and sSectorY == 2) then
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if (sSectorX == 14 and sSectorY == 2) then
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
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-- dont spawn in bush (B2)
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elseif (sSectorX == 8 and sSectorY == 2) then
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13239, hostile)
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-- dont spawn in cornfield (B12)
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elseif (sSectorX == 12 and sSectorY == 2) then
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13860, hostile)
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-- spawn at common GridNo in all other possible sectors
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else
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else
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
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end
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end
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@@ -677,9 +684,16 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile)
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-- dont spawn in deep water
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-- dont spawn in deep water (B14)
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if (sSectorX == 14 and sSectorY == 2) then
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if (sSectorX == 14 and sSectorY == 2) then
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
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-- dont spawn in bush (B2)
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elseif (sSectorX == 8 and sSectorY == 2) then
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13239, hostile)
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-- dont spawn in cornfield (B12)
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elseif (sSectorX == 12 and sSectorY == 2) then
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13860, hostile)
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-- spawn at common GridNo in all other possible sectors
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else
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else
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
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CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
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end
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end
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