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Feature improvement: the prisoner system now distinguishes between different types of prisoners (admin, regular, elite). Advanced troops are harder to interrogate, but have a high chance of retaining their rank, should they join yor militia.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6219 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -412,6 +412,16 @@ extern UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15];
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//Used by ubGarrisonID when a sector doesn't point to a garrison. Used by strategic AI only.
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#define NO_GARRISON 255
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// Flugente: types of prisoners
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typedef enum
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{
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PRISONER_ADMIN = 0,
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PRISONER_REGULAR,
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PRISONER_ELITE,
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PRISONER_SPECIAL,
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PRISONER_MAX,
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} PrisonerType;
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typedef struct SECTORINFO
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{
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//information pertaining to this sector
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@@ -479,7 +489,7 @@ typedef struct SECTORINFO
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BOOLEAN fCampaignSector;
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#endif
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UINT32 uiNumberOfPrisonersOfWar;
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UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
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UINT8 uiInterrogationHundredsLeft;
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INT8 bPadding[ 36 ];
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@@ -519,7 +529,7 @@ typedef struct UNDERGROUND_SECTORINFO
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BOOLEAN fCampaignSector;
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#endif
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UINT32 uiNumberOfPrisonersOfWar;
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UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
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INT8 bPadding[32];
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//no padding left!
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