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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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@@ -119,7 +119,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
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// Called from within tactical.....
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void JumpIntoAdjacentSector( UINT8 ubDirection, UINT8 ubJumpCode, INT32 sAdditionalData );//dnl ch56 151009
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void JumpIntoEscapedSector(UINT8 ubTacticalDirection);
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BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ );
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@@ -207,6 +207,7 @@ BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSect
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BOOLEAN MapExists( UINT8 * szFilename );
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BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection );
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bool IsEscapeDirectionValid(WorldDirections pbDirection);
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//Used for determining the type of error message that comes up when you can't traverse to
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//an adjacent sector. THESE VALUES DO NOT NEED TO BE SAVED!
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extern BOOLEAN gfInvalidTraversal;
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@@ -235,4 +236,4 @@ BOOLEAN CanRequestMilitiaReinforcements( INT16 sMapX, INT16 sMapY, INT16 sSrcMap
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// Bob: check and try to fix issues with squad and group assignment
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UINT8 tryToRecoverSquadsAndMovementGroups(SOLDIERTYPE* pCharacter);
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#endif
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#endif
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