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New feature: enemy combat jeeps fill the role between infantry and tanks. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=344628&#msg_344628
This is savegame compatible. GameDir >= r2305 required. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8114 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -126,13 +126,13 @@ BOOLEAN AddEnemiesToInitialSectorH7();
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UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pubNumTanks );
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void InitJa25InitialEnemiesInSector();
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void InitJa25UnderGroundSectors();
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void InitNumberOfEnemiesInAboveGroundSectors( );
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void InitNumberOfEnemiesInUnderGroundSectors( );
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void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements );
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void ResetJa25SectorProbabilities();
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BOOLEAN InitJa25StrategicSectorAI( BOOLEAN fReset );
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@@ -281,17 +281,18 @@ BOOLEAN AddEnemiesToInitialSectorH7()
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UINT8 ubNumTroops;
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UINT8 ubNumElites;
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UINT8 ubNumTanks;
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UINT8 ubNumJeeps;
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UINT8 ubNumRemovedAdmins=0;
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UINT8 ubNumRemovedTroops=0;
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UINT8 ubNumRemovedElites=0;
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UINT8 ubNumRemovedTanks=0;
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UINT8 ubNumRemovedJeeps=0;
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ubSector = SECTOR( JA2_5_START_SECTOR_X, JA2_5_START_SECTOR_Y );
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//Get the number of enemies in the guard post sector
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GetNumberOfJA25EnemiesInSector( 8, MAP_ROW_H, 0, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
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GetNumberOfJA25EnemiesInSector( 8, MAP_ROW_H, 0, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
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//determine the #of enemies to travel to the initial heli sector
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if( ubNumAdmins > 1 )
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@@ -306,13 +307,17 @@ BOOLEAN AddEnemiesToInitialSectorH7()
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if( ubNumTanks > 1 )
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ubNumRemovedTanks = ubNumTanks / 3 + + Random( 3 );
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if( ubNumJeeps > 1 )
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ubNumRemovedJeeps = ubNumJeeps / 3 + + Random( 3 );
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//deduct the # that are moving from the # in the guard post sector
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// SetNumberJa25EnemiesInSurfaceSector( SEC_H8, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites) );
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SetNumberJa25EnemiesInSector( 8, MAP_ROW_H, 0, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites), (UINT8)(ubNumTanks-ubNumRemovedTanks) );
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SetNumberJa25EnemiesInSector( 8, MAP_ROW_H, 0, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites),
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(UINT8)(ubNumTanks-ubNumRemovedTanks), (UINT8)(ubNumJeeps-ubNumRemovedJeeps) );
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uiWorldMin = GetWorldTotalMin();
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pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites, ubNumRemovedTanks );
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pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites, ubNumRemovedTanks, ubNumRemovedJeeps );
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if( pGroup == NULL )
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{
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@@ -403,19 +408,19 @@ void InitJa25UnderGroundSectors()
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*/
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}
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
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{
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//if its a ground level
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if( bSectorZ == 0 )
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{
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SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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}
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//its an underground level
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else
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{
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SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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}
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}
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@@ -857,6 +862,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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UINT8 ubNumTroops=0;
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UINT8 ubNumElites=0;
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UINT8 ubNumTanks;
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UINT8 ubNumJeeps;
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//Mine Sector Level 1
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switch( gGameOptions.ubDifficultyLevel )
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@@ -877,7 +883,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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//Power Generator Level 1
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@@ -899,7 +905,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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//Tunnel First Part, Level 1
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@@ -921,7 +927,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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//Tunnel Second Part, Level 1
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@@ -943,7 +949,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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@@ -966,7 +972,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 6 + Random( 4 );
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break;
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}
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SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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//Complex, Level 2, K15
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@@ -988,7 +994,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 10 + Random( 2 );
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break;
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}
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SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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//Complex, Level 2, L15
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@@ -1010,7 +1016,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 14 + Random( 2 );
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break;
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}
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SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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//Complex, Level 3, L15
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@@ -1032,7 +1038,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 15 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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}
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void InitJa25SaveStruct()
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@@ -1325,10 +1331,11 @@ void AddEnemiesToFirstTunnelSector()
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UINT8 ubNumTroops=0;
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UINT8 ubNumElites=0;
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UINT8 ubNumTanks=0;
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UINT8 ubNumJeeps=0;
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NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
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NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
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SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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}
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void AddEnemiesToSecondTunnelSector()
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@@ -1337,17 +1344,19 @@ void AddEnemiesToSecondTunnelSector()
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UINT8 ubNumTroops=0;
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UINT8 ubNumElites=0;
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UINT8 ubNumTanks=0;
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UINT8 ubNumJeeps=0;
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NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
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SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
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NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
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SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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}
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UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks )
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UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps )
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{
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UINT8 ubNumAdmins=0;
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UINT8 ubNumTroops=0;
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UINT8 ubNumElites=0;
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UINT8 ubNumTanks=0;
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UINT8 ubNumJeeps=0;
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//if the player blew up the fan, add a ton of enemies to the sector
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//1st Tunnel Sector
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@@ -1382,15 +1391,19 @@ UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8
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if( pTanks )
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*pTanks = ubNumTanks;
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return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks );
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if( pJeeps )
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*pJeeps = ubNumJeeps;
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return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps );
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}
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UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks )
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UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps )
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{
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UINT8 ubNumAdmins=0;
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UINT8 ubNumTroops=0;
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UINT8 ubNumElites=0;
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UINT8 ubNumTanks=0;
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UINT8 ubNumJeeps=0;
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//if the player blew up the fan, add a ton of enemies to the sector
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//1st Tunnel Sector
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@@ -1422,8 +1435,10 @@ UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT
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*pElites = ubNumElites;
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if( pTanks )
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*pTanks = ubNumTanks;
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if( pJeeps )
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*pJeeps = ubNumJeeps;
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return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks );
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return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps );
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}
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@@ -2186,7 +2201,7 @@ BOOLEAN HandleAddEnemiesToSectorPlayerIsntIn( INT16 sSaiSector, UINT8 ubNumEnemi
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gubEnemyEncounterCode = ENEMY_INVASION_CODE;
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}
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SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0, 0 );
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SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0, 0, 0 );
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SetThisSectorAsEnemyControlled( sSectorX, sSectorY, bSectorZ, FALSE );
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@@ -2231,7 +2246,7 @@ if ( gGameUBOptions.pJA2UB == TRUE )
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if( gJa25AiSectorStruct[ sSaiSector ].bSectorZ == 0 )
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{
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pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0, 0 );
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pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0, 0, 0 );
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if( sGridNo != -1 )
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{
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