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RADIO_OPERATOR_REINFORCEMENT_SETTING in Skills_Settings.ini controls under what conditions radio operators can call militia reinforcements.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8043 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2547,6 +2547,7 @@ void LoadSkillTraitsExternalSettings()
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gSkillTraitValues.usVOMortarPointsElite = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_POINTS_ELITE", 25, 0, 100);
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gSkillTraitValues.usVOMortarRadius = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_RADIUS", 10, 5, 100);
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gSkillTraitValues.usVOMortarSignalShellRadius = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS", 2, 2, 100);
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gSkillTraitValues.usVOReinforcementSetting = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_REINFORCEMENT_SETTING", 2, 0, 3 );
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gSkillTraitValues.sVOScanAssignmentBaseRange = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE", 5, 0, 20);
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gSkillTraitValues.sVOListeningHearingBonus = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_LISTENING_HEARING_BONUS", 20, 0, 100);
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gSkillTraitValues.fVOJammingBlocksRemoteBombs = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS", FALSE);
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@@ -1836,6 +1836,7 @@ typedef struct
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UINT8 usVOMortarPointsElite;
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UINT8 usVOMortarRadius;
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UINT8 usVOMortarSignalShellRadius;
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UINT8 usVOReinforcementSetting;
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INT8 sVOScanAssignmentBaseRange;
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INT8 sVOListeningHearingBonus;
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BOOLEAN fVOJammingBlocksRemoteBombs;
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+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8043 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8043 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8043 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8043 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8043 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8043 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8043 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8034 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8043 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 16.01.24" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 16.01.28" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -7576,16 +7576,38 @@ BOOLEAN MoveEnemyFromGridNoToRoofGridNo( UINT32 sSourceGridNo, UINT32 sDestGridN
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// Flugente: militia movement: can we order militia reinforcements from( sSrcMapX, sSrcMapY ) to( sMapX, sMapY ) ?
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BOOLEAN CanRequestMilitiaReinforcements( INT16 sMapX, INT16 sMapY, INT16 sSrcMapX, INT16 sSrcMapY )
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{
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if ( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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// we can request reinforcements only inside towns
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if ( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR && GetTownIdForSector( sMapX, sMapY ) != GetTownIdForSector( sSrcMapX, sSrcMapY ) )
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if ( !gGameExternalOptions.gfAllowReinforcements || !gSkillTraitValues.usVOReinforcementSetting )
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return FALSE;
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// not possible of nobody is there
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if ( !NumNonPlayerTeamMembersInSector( sSrcMapX, sSrcMapY, MILITIA_TEAM ) )
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return FALSE;
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return TRUE;
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UINT8 townid_A = GetTownIdForSector( sMapX, sMapY );
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UINT8 townid_B = GetTownIdForSector( sSrcMapX, sSrcMapY );
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switch ( gSkillTraitValues.usVOReinforcementSetting )
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{
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// reinforcements allowed inside town
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case 1:
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if ( townid_A != BLANK_SECTOR && townid_A == townid_B )
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return TRUE;
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break;
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// reinforcements allowed to and from town
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case 2:
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if ( townid_A != BLANK_SECTOR || townid_B != BLANK_SECTOR )
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return TRUE;
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break;
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// reinforcements allowed everywhere
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case 3:
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return TRUE;
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break;
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default:
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break;
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}
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return FALSE;
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}
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