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- fix: militia, came as reinforcements, tend to stop at a halfway, if main battle is at the opposite side of map, they are coming from.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@662 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2377,12 +2377,22 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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if ( !pSoldier )
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return;
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pSoldier->bOrders = ONGUARD;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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// Lesh: militia came from another sector can't reach opposite side of map in case of battle there
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// they are often stop at a half way. trying to fix this
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if ( gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition )
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{
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->bAlertStatus = STATUS_RED;
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}
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else
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{
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pSoldier->bOrders = ONGUARD;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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}
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//Setup the position
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if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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@@ -2407,13 +2417,23 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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if ( !pSoldier )
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return;
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pSoldier->bOrders = ONGUARD;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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// Lesh: militia came from another sector can't reach opposite side of map in case of battle there
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// they are often stop at a half way. trying to fix this
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if ( gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition )
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{
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->bAlertStatus = STATUS_RED;
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}
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else
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{
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pSoldier->bOrders = ONGUARD;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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}
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//Setup the position
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if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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@@ -2437,13 +2457,22 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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if ( !pSoldier )
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return;
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pSoldier->bOrders = ONGUARD;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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// Lesh: militia came from another sector can't reach opposite side of map in case of battle there
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// they are often stop at a half way. trying to fix this
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if ( gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition )
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{
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->bAlertStatus = STATUS_RED;
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}
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else
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{
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pSoldier->bOrders = ONGUARD;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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}
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// if ( GetTimeOfDayAmbientLightLevel() < NORMAL_LIGHTLEVEL_DAY + 2 )
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// gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition = TRUE;
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