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Moving Tanks Feature (by anv)
- feature: tanks can move around in tactical. Set with Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE. - feature: tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. Set with Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP. - feature: tanks can use cannon even against single mercs and in perfect health. Set with Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS. - feature: tanks can noticed as soon as any part of it is visible. Set with Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE. - feature: depending on game difficulty enemy patrols at game start can be randomly reinforced with tank. Set with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS. - feature: depending on game difficulty enemy groups created during offensives can include tanks. Set with trategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS. - feature: mercs in vehicles automatically rest their guns, - fix: guns can be rested on vehicles, - rewritten code to allow putting enemies inside vehicles, - added missing descriptions for all vehicle options to INIEditorJA2Options.xml. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7277 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -221,12 +221,13 @@ void ValidateAndCorrectInBattleCounters( GROUP *pLocGroup )
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{
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if( pGroup->ubSectorX == pLocGroup->ubSectorX && pGroup->ubSectorY == pLocGroup->ubSectorY )
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{
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if( pGroup->pEnemyGroup->ubAdminsInBattle || pGroup->pEnemyGroup->ubTroopsInBattle || pGroup->pEnemyGroup->ubElitesInBattle )
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if( pGroup->pEnemyGroup->ubAdminsInBattle || pGroup->pEnemyGroup->ubTroopsInBattle || pGroup->pEnemyGroup->ubElitesInBattle || pGroup->pEnemyGroup->ubTanksInBattle )
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{
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ubInvalidGroups++;
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pGroup->pEnemyGroup->ubAdminsInBattle = 0;
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pGroup->pEnemyGroup->ubTroopsInBattle = 0;
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pGroup->pEnemyGroup->ubElitesInBattle = 0;
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pGroup->pEnemyGroup->ubTanksInBattle = 0;
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}
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}
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}
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@@ -244,17 +245,19 @@ void ValidateAndCorrectInBattleCounters( GROUP *pLocGroup )
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L"If you can provide information on how a previous battle was resolved here or nearby patrol "
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L"(auto resolve, tactical battle, cheat keys, or retreat),"
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L"please forward that info (no data files necessary) as well as the following code (very important): "
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L"G(%02d:%c%d_b%d) A(%02d:%02d) T(%02d:%02d) E(%02d:%02d) C(%02d:%02d)",
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L"G(%02d:%c%d_b%d) A(%02d:%02d) T(%02d:%02d) E(%02d:%02d) C(%02d:%02d) Ta(%02d:%02d)",
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ubInvalidGroups, pLocGroup->ubSectorY + 'A' - 1, pLocGroup->ubSectorX, pLocGroup->ubSectorZ,
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pSector->ubNumAdmins, pSector->ubAdminsInBattle,
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pSector->ubNumTroops, pSector->ubTroopsInBattle,
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pSector->ubNumElites, pSector->ubElitesInBattle,
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pSector->ubNumCreatures, pSector->ubCreaturesInBattle );
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pSector->ubNumCreatures, pSector->ubCreaturesInBattle,
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pSector->ubNumTanks, pSector->ubTanksInBattle );
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DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
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pSector->ubAdminsInBattle = 0;
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pSector->ubTroopsInBattle = 0;
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pSector->ubElitesInBattle = 0;
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pSector->ubCreaturesInBattle = 0;
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pSector->ubTanksInBattle = 0;
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}
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}
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#endif
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