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New feature: mines require workers for maximum income, these can be trained like militia.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8267 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -711,7 +711,8 @@ void ChangeStat( MERCPROFILESTRUCT *pProfile, SOLDIERTYPE *pSoldier, UINT8 ubSta
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//Madd: option to make mercs quiet during training / doctoring / repairing
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if ( ((pSoldier->bAssignment == TRAIN_BY_OTHER || pSoldier->bAssignment == TRAIN_TEAMMATE || pSoldier->bAssignment == TRAIN_SELF ||
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pSoldier->bAssignment == FACILITY_STAFF || pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == TRAIN_MOBILE )
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pSoldier->bAssignment == FACILITY_STAFF || pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == TRAIN_MOBILE
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|| pSoldier->bAssignment == TRAIN_WORKERS )
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&& !gGameSettings.fOptions[TOPTION_QUIET_TRAINING]) ||
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(IS_REPAIR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_REPAIRING]) ||
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(IS_DOCTOR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_DOCTORING]))
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+6
-1
@@ -2285,6 +2285,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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case TRAIN_MOBILE:
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case TRAIN_TEAMMATE:
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case TRAIN_BY_OTHER:
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case TRAIN_WORKERS:
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sIconIndex_Assignment = 3;
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fDoIcon_Assignment = TRUE;
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fShowNumber = TRUE;
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@@ -2308,6 +2309,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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case( TRAIN_TEAMMATE ):
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sPtsAvailable = GetBonusTrainingPtsDueToInstructor( MercPtrs[ pFace->ubSoldierID ], NULL , MercPtrs[ pFace->ubSoldierID ]->bTrainStat, &usMaximumPts );
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break;
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case TRAIN_WORKERS:
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fShowMaximum = FALSE;
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sPtsAvailable = GetTrainWorkerPts(MercPtrs[ pFace->ubSoldierID ]);
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break;
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}
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break;
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@@ -2345,7 +2350,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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fShowMaximum = TRUE;
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}
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break;
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case FACILITY_INTERROGATE_PRISONERS:
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sIconIndex_Assignment = 13;
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fDoIcon_Assignment = TRUE;
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+3
-1
@@ -509,7 +509,9 @@ typedef struct
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UINT8 sandstormchance; // chance that a sandstorm happens in this sector
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UINT8 snowchance; // chance that it snows in this sector
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UINT8 snakechance; // if positive, snakes can attack in water, the higher the number, the more often it happens
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UINT8 snakechance; // if positive, snakes can attack in water, the higher the number, the more often it happens
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UINT8 maxworkers; // maximum number of workers in this sector;
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} SECTOR_EXT_DATA;
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