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Prisoner feature bugfix (#110)
* Allow game to continue after offering to surrender to enemies * Fix issues related to surrender and POW quests - Quests were ended prematurely if one had prisoners in both alma and tixa - Strategic status flags for rescue/escape were not set properly - Only the maximum amount a prison can hold will be taken as POWs, rest of the mercs will either escape or have to fight to the death, to prevent a player having unrescuable POWs - Capturing a mercenary had a lot of functions called that should not have been, IF the merc is not going to be captured after all * Switch all tactical surrender calls to use one unified function * Only mercs that are capable can escape Incapacitated mercs left behind will die. Should probably prioritize incapacitated mercs to be captured by the enemy to prevent needless deaths * Combine pow quest state changes into one function * Add JumpIntoEscapedSector to header file * Allow enemy to demand surrender even if they already have POWs in Tixa and Alma * Remove surrender from UB * Address review feedback
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@@ -4453,7 +4453,7 @@ void CheckMembersOfMvtGroupAndComplainAboutBleeding( SOLDIERTYPE *pSoldier )
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return;
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}
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// make sure there are members in the group..if so, then run through and make each bleeder compain
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// make sure there are members in the group..if so, then run through and make each bleeder complain
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pPlayer = pGroup->pPlayerList;
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// is there a player list?
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@@ -6274,4 +6274,4 @@ void GetInfoFromGroupsInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam, BO
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}
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pGroup = pGroup->next;
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}
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}
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}
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