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Massive effort to reign in militia problem. Still has issues :(
Fix: If only some of mercs go to a lower level (mine, basement, etc) but do not choose to "GO TO SECTOR", sector is still inaccessible from strategic map. However, watch for triggers that might happen on first visit to a sector, that fail. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1076 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1753,7 +1753,16 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// Check for helicopter being on the ground in this sector...
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HandleHelicopterOnGroundGraphic( );
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ResetMilitia();
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// 0verhaul: Okay, it is apparent that the enemies are not reset incorrectly. So I will now try to add symmetry
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// between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector
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// is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful
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// to lose a battle with one group of mercs, then bring in another group without changing to another sector to see
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// if enemy integrity holds. But this would require the enemies to come up with reinforcements inbetween the battles
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// to really test out.
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//
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// Anyway, for now I will remove this call from here. The objective is to add militia any time we could add enemies
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// except for the case of training new militia. But that case can be handled each time militia training finishes.
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// ResetMilitia();
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AllTeamsLookForAll( TRUE );
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return( TRUE );
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}
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@@ -3367,7 +3376,7 @@ void AllMercsWalkedToExitGrid()
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pPlayer = pPlayer->next;
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}
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SetGroupSectorValue( (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY, gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
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SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16) gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
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AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE );
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SetDefaultSquadOnSectorEntry( TRUE );
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@@ -3412,7 +3421,7 @@ void AllMercsWalkedToExitGrid()
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pPlayer = pPlayer->next;
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}
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SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
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SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16) gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
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AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE );
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gFadeOutDoneCallback = DoneFadeOutExitGridSector;
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