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Externalize fan exitgrid location in the source sector
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@@ -293,7 +293,8 @@ UINT32 POWERGENSECTOR_GRIDNO1 = 15100;
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UINT32 POWERGENSECTOR_GRIDNO2 = 12220;
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UINT32 POWERGENSECTOR_GRIDNO3 = 14155;
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UINT32 POWERGENSECTOR_GRIDNO4 = 13980;
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UINT32 POWERGENSECTOREXITGRID_GRIDNO1 = 19749;
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UINT32 POWERGENSECTOREXITGRID_SRC_GRIDNO = 10979;
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UINT32 POWERGENSECTOREXITGRID_DST_GRIDNO = 19749;
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UINT32 POWERGENFANSOUND_GRIDNO1 = 10979;
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UINT32 POWERGENFANSOUND_GRIDNO2 = 19749;
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UINT32 STARTFANBACKUPAGAIN_GRIDNO = 10980;
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@@ -310,11 +311,13 @@ UINT32 SECTOR_FAN_Y = 0;
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UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_X = 14;
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UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_Y = 11;
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UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_Z = 1;
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//J14-1
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// Destination sector for fan exitgrid
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//J14-1
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X = 14;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = 10;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = 1;
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void InitGridNoUB()
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{
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SWITCHINMORRISAREA_GRIDNO = gGameUBOptions.SwitchInMorrisAreaGridNo; //= 15231;
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@@ -326,7 +329,8 @@ void InitGridNoUB()
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POWERGENSECTOR_GRIDNO2 = gGameUBOptions.PowergenSectorGridNo2; //= 12220;
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POWERGENSECTOR_GRIDNO3 = gGameUBOptions.PowergenSectorGridNo3; //= 14155;
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POWERGENSECTOR_GRIDNO4 = gGameUBOptions.PowergenSectorGridNo4; //= 13980;
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POWERGENSECTOREXITGRID_GRIDNO1 = gGameUBOptions.PowergenSectorExitgridGridNo; // = 19749;
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POWERGENSECTOREXITGRID_SRC_GRIDNO = gGameUBOptions.PowergenSectorExitgridSrcGridNo; //= 10979; // Exitgrid location in the sector it is created in
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POWERGENSECTOREXITGRID_DST_GRIDNO = gGameUBOptions.PowergenSectorExitgridGridNo; // = 19749; // Exitgrid location in the destination sector
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POWERGENFANSOUND_GRIDNO1 = gGameUBOptions.PowergenFanSoundGridNo1; //= 10979;
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POWERGENFANSOUND_GRIDNO2 = gGameUBOptions.PowergenFanSoundGridNo2; //= 19749;
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STARTFANBACKUPAGAIN_GRIDNO = gGameUBOptions.StartFanbackupAgainGridNo; //= 10980;
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@@ -821,7 +825,7 @@ void StartFanBackUpAgain()
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gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
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//Remove the exit grid
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RemoveExitGridFromWorld( PGF__FAN_EXIT_GRID_GRIDNO );
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RemoveExitGridFromWorld( POWERGENSECTOREXITGRID_SRC_GRIDNO );
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// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
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SetRenderFlags(RENDER_FLAG_FULL);
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@@ -942,10 +946,10 @@ void AddExitGridForFanToPowerGenSector()
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ExitGrid.ubGotoSectorX = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X; //14;
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ExitGrid.ubGotoSectorY = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y; //MAP_ROW_J;
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ExitGrid.ubGotoSectorZ = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z; //1;
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ExitGrid.usGridNo = POWERGENSECTOREXITGRID_GRIDNO1;
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ExitGrid.usGridNo = POWERGENSECTOREXITGRID_DST_GRIDNO;
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//Add the exit grid when the fan is either stopped or blown up
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AddExitGridToWorld( PGF__FAN_EXIT_GRID_GRIDNO, &ExitGrid );
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AddExitGridToWorld( POWERGENSECTOREXITGRID_SRC_GRIDNO, &ExitGrid );
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}
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BOOLEAN HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( SOLDIERTYPE *pSoldierAtDoor, BOOLEAN fSayQuoteOnlyOnce )
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