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- added info on which item caused a spy to be uncovered
- fixed a few warnings - EPCs are now disguised when recruited - uniform worn now has influence on allowed gear coolness git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5750 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4402,7 +4402,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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if ( gGameOptions.ubDifficultyLevel > 0 )
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groupelites = ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel;
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UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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switch( usActionCode )
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{
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@@ -4591,7 +4591,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4648,7 +4648,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4688,7 +4688,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4728,7 +4728,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4769,7 +4769,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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