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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:
@@ -44,7 +44,7 @@ int gCivPreservedTempFileVersion[256];
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BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *pNode, GROUP *pGroup = NULL );
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BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks );
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BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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BOOLEAN gfRestoringEnemySoldiersFromTempFile = FALSE;
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BOOLEAN gfRestoringCiviliansFromTempFile = FALSE;
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@@ -105,8 +105,8 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
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#endif
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INT8 bSectorZ;
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UINT8 ubSectorID;
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UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0;
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UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks;
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UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0, ubNumJeeps = 0;
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UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks, ubStrategicJeeps;
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gfRestoringEnemySoldiersFromTempFile = TRUE;
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@@ -255,6 +255,7 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
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ubStrategicTroops = pSector->ubNumTroops;
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ubStrategicAdmins = pSector->ubNumAdmins;
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ubStrategicTanks = pSector->ubNumTanks;
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ubStrategicJeeps = pSector->ubNumJeeps;
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ubStrategicCreatures = pSector->ubNumCreatures;
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}
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else
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@@ -262,7 +263,7 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
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SECTORINFO *pSector;
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubStrategicCreatures = pSector->ubNumCreatures;
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GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks );
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GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks, &ubStrategicJeeps );
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}
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for( i = 0; i < slots; i++ )
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@@ -359,6 +360,16 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
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}
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}
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break;
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case SOLDIER_CLASS_JEEP:
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if ( COMBAT_JEEP( curr->pBasicPlacement ) )
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{
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++ubNumJeeps;
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if ( ubNumJeeps < ubStrategicJeeps )
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{
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AddPlacementToWorld( curr );
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}
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}
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break;
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}
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break;
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}
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@@ -386,14 +397,16 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
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}
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//now add any extra enemies that have arrived since the temp file was made.
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if( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks )
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if ( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks || ubStrategicJeeps > ubNumJeeps )
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{
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ubStrategicTroops = ( ubStrategicTroops > ubNumTroops ) ? ubStrategicTroops - ubNumTroops : 0;
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ubStrategicElites = ( ubStrategicElites > ubNumElites ) ? ubStrategicElites - ubNumElites : 0;
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ubStrategicAdmins = ( ubStrategicAdmins > ubNumAdmins ) ? ubStrategicAdmins - ubNumAdmins : 0;
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ubStrategicTanks = ( ubStrategicTanks > ubNumTanks ) ? ubStrategicTanks - ubNumTanks : 0;
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AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks );
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ubStrategicJeeps = (ubStrategicJeeps > ubNumJeeps) ? ubStrategicJeeps - ubNumJeeps : 0;
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AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks, ubStrategicJeeps );
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}
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if( ubStrategicCreatures > ubNumCreatures )
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{
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ubStrategicCreatures; //not sure if this wil ever happen. If so, needs to be handled.
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@@ -675,8 +688,8 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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#endif
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INT8 bSectorZ;
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UINT8 ubSectorID;
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UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0;
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UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks;
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UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0, ubNumJeeps = 0;
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UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks, ubStrategicJeeps;
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gfRestoringEnemySoldiersFromTempFile = TRUE;
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@@ -716,16 +729,17 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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ubNumTroops = pSector->ubNumTroops;
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ubNumAdmins = pSector->ubNumAdmins;
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ubNumTanks = pSector->ubNumTanks;
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ubNumJeeps = pSector->ubNumJeeps;
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ubNumCreatures = pSector->ubNumCreatures;
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}
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if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
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{
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// Get the number of enemies form the temp file
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CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( &ubStrategicElites, &ubStrategicTroops, &ubStrategicAdmins, &ubStrategicCreatures, &ubStrategicTanks );
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CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( &ubStrategicElites, &ubStrategicTroops, &ubStrategicAdmins, &ubStrategicCreatures, &ubStrategicTanks, &ubStrategicJeeps );
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//If any of the counts differ from what is in memory
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if( ubStrategicElites != ubNumElites || ubStrategicTroops != ubNumTroops || ubStrategicAdmins != ubNumAdmins || ubStrategicCreatures != ubNumCreatures || ubStrategicTanks != ubNumTanks )
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if ( ubStrategicElites != ubNumElites || ubStrategicTroops != ubNumTroops || ubStrategicAdmins != ubNumAdmins || ubStrategicCreatures != ubNumCreatures || ubStrategicTanks != ubNumTanks || ubStrategicJeeps != ubNumJeeps )
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{
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//remove the file
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RemoveEnemySoldierTempFile( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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@@ -734,7 +748,7 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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}
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//reset
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ubNumElites = ubNumTroops = ubNumAdmins = ubNumCreatures = ubNumTanks = 0;
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ubNumElites = ubNumTroops = ubNumAdmins = ubNumCreatures = ubNumTanks = ubNumJeeps = 0;
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//Open the file for reading
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@@ -875,6 +889,7 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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ubStrategicTroops = pSector->ubNumTroops;
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ubStrategicAdmins = pSector->ubNumAdmins;
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ubStrategicTanks = pSector->ubNumTanks;
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ubStrategicJeeps = pSector->ubNumJeeps;
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ubStrategicCreatures = pSector->ubNumCreatures;
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}
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else
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@@ -882,7 +897,7 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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SECTORINFO *pSector;
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubStrategicCreatures = pSector->ubNumCreatures;
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GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks );
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GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks, &ubStrategicJeeps );
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}
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for( i = 0; i < slots; i++ )
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@@ -969,6 +984,16 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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}
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}
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break;
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case SOLDIER_CLASS_JEEP:
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if ( COMBAT_JEEP( curr->pBasicPlacement ) )
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{
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++ubNumJeeps;
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if ( ubNumJeeps <= ubStrategicJeeps )
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{
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//def: AddPlacementToWorld( curr );
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}
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}
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break;
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}
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break;
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}
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@@ -994,21 +1019,21 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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}
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//now add any extra enemies that have arrived since the temp file was made.
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if( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks )
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if ( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks || ubStrategicJeeps > ubNumJeeps )
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{
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ubStrategicTroops = ( ubStrategicTroops > ubNumTroops ) ? ubStrategicTroops - ubNumTroops : 0;
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ubStrategicElites = ( ubStrategicElites > ubNumElites ) ? ubStrategicElites - ubNumElites : 0;
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ubStrategicAdmins = ( ubStrategicAdmins > ubNumAdmins ) ? ubStrategicAdmins - ubNumAdmins : 0;
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ubStrategicTanks = ( ubStrategicTanks > ubNumTanks ) ? ubStrategicTanks - ubNumTanks : 0;
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AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks );
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ubStrategicJeeps = (ubStrategicJeeps > ubNumJeeps) ? ubStrategicJeeps - ubNumJeeps : 0;
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AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks, ubStrategicJeeps );
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}
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if( ubStrategicCreatures > ubNumCreatures )
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{
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ubStrategicCreatures; //not sure if this wil ever happen. If so, needs to be handled.
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}
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//set the number of enemies in the sector
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if( bSectorZ )
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{
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@@ -1593,7 +1618,7 @@ BOOLEAN NewWayOfSavingEnemyAndCivliansToTempFile( INT16 sSectorX, INT16 sSectorY
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BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks )
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BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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{
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// SOLDIERINITNODE *curr;
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SOLDIERCREATE_STRUCT tempDetailedPlacement;
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@@ -1617,6 +1642,7 @@ BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile(
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*pubNumRegulars = 0;
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*pubNumAdmins = 0;
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*pubNumTanks = 0;
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*pubNumJeeps = 0;
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*pubNumCreatures = 0;
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//STEP ONE: Set up the temp file to read from.
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@@ -1785,6 +1811,12 @@ BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile(
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(*pubNumTanks)++;
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}
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break;
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case SOLDIER_CLASS_JEEP:
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if ( COMBAT_JEEP( (&tempDetailedPlacement) ) )
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{
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(*pubNumJeeps)++;
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}
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break;
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}
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/*
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while( curr )
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