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- New Feature: Tactical recruitment allows recruiting civilians as volunteers.
See http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=341335&#msg_341335 This is fully savegame compatible. GameDir <= r2250 is recommended. - Fix: prisoners do not talk. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7886 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -438,6 +438,10 @@ typedef enum
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PRISONER_MAX,
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} PrisonerType;
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// -------- added by Flugente: sector info flags --------
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// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
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#define SECTORINFO_VOLUNTEERS_RECENTLY_RECRUITED 0x01 //1 // we recruited volunteers here. Until this flag is removed, newly created civilians wont be potential volunteers anymore
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typedef struct SECTORINFO
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{
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//information pertaining to this sector
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@@ -495,7 +499,7 @@ typedef struct SECTORINFO
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// HEADROCK HAM 3.6: Flag to determine whether enemy units in this sector can be seen, and whether their numbers
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// should be displayed. One filler was replaced to make room.
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UINT8 ubDetectionLevel;
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UINT8 bFiller2;
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UINT8 usSectorInfoFlag; // a flagmask
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UINT8 bFiller3;
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UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
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@@ -824,6 +824,23 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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void HandleEarlyMorningEvents( void )
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{
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// Flugente: no reason to put this into LUA
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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{
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UINT8 sector = SECTOR( sX, sY );
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SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
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// A flag prevents us from exploiting the civilian recruitment mechanic. Every x hours, we reset it
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if ( pSectorInfo )
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{
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pSectorInfo->usSectorInfoFlag &= ~SECTORINFO_VOLUNTEERS_RECENTLY_RECRUITED;
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}
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}
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}
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#ifdef LUA_STRATEGY_EVENT_HANDLER
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LetLuaHandleEarlyMorningEvents(0);
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#else
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