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Add "Disrupt ASD" mission
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@@ -89,6 +89,7 @@ enum RebelCommandAgentMissions
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{
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RCAM_NONE = -1,
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RCAM_DEEP_DEPLOYMENT = 0,
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RCAM_DISRUPT_ASD, // only available if ASD enabled
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RCAM_GET_ENEMY_MOVEMENT_TARGETS, // aka Strategic Intel
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RCAM_IMPROVE_LOCAL_SHOPS,
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RCAM_REDUCE_STRATEGIC_DECISION_SPEED, // aka Slower Strategic Decisions
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@@ -101,13 +102,12 @@ enum RebelCommandAgentMissions
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RCAM_NUM_MISSIONS,
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// ideas/unimplemented
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RCAM_SEND_SUPPLIES_TO_TOWN,
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RCAM_BOOST_TOWN_ADMIN_ACTIONS,
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RCAM_SEND_SUPPLIES_TO_TOWN, // store agent location townid in extrabits
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RCAM_BOOST_TOWN_ADMIN_ACTIONS, // store agent location townid in extrabits
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RCAM_PROCURE_ITEMS,
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RCAM_MILITIA_SKILL_TRAITS, // should override militia skill traits ini option - split into multiple (weapon spec, bodybuilding, athletic, night ops)
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RCAM_OBSERVE_SECTORS, // ??? competes with scouts?
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RCAM_PURCHASE_SUPPLIES, // increase daily supply income, decrease daily $ income
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RCAM_SABOTAGE_ASD, // see ASD.cpp for things that can be played with
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RCAM_SABOTAGE_MINE,
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RCAM_REDUCE_ENEMY_POOL, // need to make sure enemy pool is not infinite // giReinforcementPool, also gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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// militia/mercs get bonus vision (???)
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@@ -223,6 +223,7 @@ BOOLEAN CanAssignTraitsToMilitia();
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BOOLEAN CanTrainMilitiaAnywhere();
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UINT8 GetMaxTrainersForTrainMilitiaAnywhere();
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INT16 GetAdditionalDeployRange(const UINT8 insertionCode);
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FLOAT GetASDIncomeModifier();
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INT8 GetEnemyEquipmentCoolnessModifier();
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INT8 GetEnemyEquipmentStatusModifier(const INT8 initialStatus);
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UINT8 GetMerchantCoolnessBonus();
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