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Fix: enemy tanks spawned by cheats are not added to the sector count
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7980 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6588,10 +6588,7 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
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// nope - display nothing
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return;
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}*/
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// Flugente: tanks get a special icon, so we need to count them separately
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UINT16 usNumTanks = NumTanksInSector( sSectorX, sSectorY, ENEMY_TEAM );
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switch ( WhatPlayerKnowsAboutEnemiesInSector( sSectorX, sSectorY ) )
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{
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// HEADROCK HAM 5: New cases below for showing enemy group heading.
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@@ -6612,16 +6609,27 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
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break;
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case KNOWS_HOW_MANY:
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// display individual icons for each enemy, starting at the received icon position index
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ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumTanks, ubIconPosition );
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{
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// Flugente: tanks get a special icon, so we need to count them separately
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UINT16 usNumTanks = NumTanksInSector( sSectorX, sSectorY, ENEMY_TEAM );
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// display individual icons for each enemy, starting at the received icon position index
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ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumTanks, ubIconPosition );
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}
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break;
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// HEADROCK HAM 5: New case for showing enemy groups AND where the are headed.
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case KNOWS_HOW_MANY_AND_WHERE_GOING:
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// display individual icons for each enemy, starting at the received icon position index
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ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumTanks, ubIconPosition );
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// display their direction of movement, if valid.
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ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
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{
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// Flugente: tanks get a special icon, so we need to count them separately
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UINT16 usNumTanks = NumTanksInSector( sSectorX, sSectorY, ENEMY_TEAM );
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// display individual icons for each enemy, starting at the received icon position index
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ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumTanks, ubIconPosition );
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// display their direction of movement, if valid.
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ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
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}
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break;
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}
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}
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@@ -1174,9 +1174,10 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
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SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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switch( pSoldier->ubSoldierClass )
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{
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case SOLDIER_CLASS_ADMINISTRATOR: pSector->ubNumAdmins++; pSector->ubAdminsInBattle++; break;
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case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
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case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
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case SOLDIER_CLASS_ADMINISTRATOR: pSector->ubNumAdmins++; pSector->ubAdminsInBattle++; break;
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case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
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case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
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case SOLDIER_CLASS_TANK: pSector->ubNumTanks++; pSector->ubTanksInBattle++; break;
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}
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}
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else
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@@ -1189,6 +1190,7 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
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case SOLDIER_CLASS_ADMINISTRATOR: pSector->ubNumAdmins++; pSector->ubAdminsInBattle++; break;
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case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
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case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
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case SOLDIER_CLASS_TANK: pSector->ubNumTanks++; pSector->ubTanksInBattle++; break;
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}
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}
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}
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