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synced 2026-09-02 14:36:06 +02:00
Fix: enemy airdrops could cause a deployment screen when there shouldn't be one
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -436,7 +436,8 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
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gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
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gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
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gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
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gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
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gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
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gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
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gubEnemyEncounterCode == ENEMY_INVASION_AIRDROP_CODE )
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{ //use same code
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{ //use same code
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gubExplicitEnemyEncounterCode = gubEnemyEncounterCode;
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gubExplicitEnemyEncounterCode = gubEnemyEncounterCode;
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}
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}
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@@ -615,7 +616,8 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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{
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{
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if ( gubSpecialEncounterCodeForEnemyHeli )
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if ( gubSpecialEncounterCodeForEnemyHeli )
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{
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{
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gubEnemyEncounterCode = ENEMY_INVASION_CODE;
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if ( gubEnemyEncounterCode != ENEMY_INVASION_AIRDROP_CODE )
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gubEnemyEncounterCode = ENEMY_INVASION_CODE;
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}
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}
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else
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else
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{
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{
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@@ -894,6 +896,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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case CREATURE_ATTACK_CODE:
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case CREATURE_ATTACK_CODE:
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case ENEMY_ENCOUNTER_CODE:
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case ENEMY_ENCOUNTER_CODE:
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case ENEMY_INVASION_CODE:
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case ENEMY_INVASION_CODE:
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case ENEMY_INVASION_AIRDROP_CODE:
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SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 2 ] );
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SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 2 ] );
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break;
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break;
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case ENTERING_ENEMY_SECTOR_CODE:
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case ENTERING_ENEMY_SECTOR_CODE:
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@@ -1159,6 +1162,9 @@ void RenderPBHeader( INT32 *piX, INT32 *piWidth)
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case ENTERING_BLOODCAT_LAIR_CODE:
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case ENTERING_BLOODCAT_LAIR_CODE:
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swprintf( str, gpStrategicString[ STR_PB_ENTERINGBLOODCATLAIR_HEADER ] );
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swprintf( str, gpStrategicString[ STR_PB_ENTERINGBLOODCATLAIR_HEADER ] );
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break;
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break;
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case ENEMY_INVASION_AIRDROP_CODE:
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swprintf( str, gpStrategicString[STR_PB_ENEMYINVASION_AIRDROP_HEADER] );
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break;
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}
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}
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width = StringPixLength( str, FONT10ARIALBOLD );
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width = StringPixLength( str, FONT10ARIALBOLD );
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x = 130 - width / 2;
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x = 130 - width / 2;
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@@ -1545,7 +1551,8 @@ void GoToSectorCallback( GUI_BUTTON *btn, INT32 reason )
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if ( gfPersistantPBI && gpBattleGroup && gpBattleGroup->usGroupTeam == OUR_TEAM &&
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if ( gfPersistantPBI && gpBattleGroup && gpBattleGroup->usGroupTeam == OUR_TEAM &&
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gubEnemyEncounterCode != ENEMY_AMBUSH_CODE &&
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gubEnemyEncounterCode != ENEMY_AMBUSH_CODE &&
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gubEnemyEncounterCode != CREATURE_ATTACK_CODE &&
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gubEnemyEncounterCode != CREATURE_ATTACK_CODE &&
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gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE )
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gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE &&
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gubEnemyEncounterCode != ENEMY_INVASION_AIRDROP_CODE )
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{
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{
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gfEnterTacticalPlacementGUI = TRUE;
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gfEnterTacticalPlacementGUI = TRUE;
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}
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}
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@@ -2350,6 +2357,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
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break;
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break;
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case ENEMY_AMBUSH_CODE:
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case ENEMY_AMBUSH_CODE:
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case ENEMY_AMBUSH_DEPLOYMENT_CODE:
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case ENEMY_AMBUSH_DEPLOYMENT_CODE:
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case ENEMY_INVASION_AIRDROP_CODE:
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AddHistoryToPlayersLog( HISTORY_WIPEDOUTENEMYAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
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AddHistoryToPlayersLog( HISTORY_WIPEDOUTENEMYAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
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break;
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break;
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case ENTERING_ENEMY_SECTOR_CODE:
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case ENTERING_ENEMY_SECTOR_CODE:
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@@ -2379,6 +2387,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
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break;
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break;
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case ENEMY_AMBUSH_CODE:
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case ENEMY_AMBUSH_CODE:
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case ENEMY_AMBUSH_DEPLOYMENT_CODE:
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case ENEMY_AMBUSH_DEPLOYMENT_CODE:
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case ENEMY_INVASION_AIRDROP_CODE:
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AddHistoryToPlayersLog( HISTORY_FATALAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
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AddHistoryToPlayersLog( HISTORY_FATALAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
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break;
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break;
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case ENTERING_ENEMY_SECTOR_CODE:
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case ENTERING_ENEMY_SECTOR_CODE:
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@@ -2411,6 +2420,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
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case ENEMY_AMBUSH_CODE:
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case ENEMY_AMBUSH_CODE:
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case BLOODCAT_AMBUSH_CODE:
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case BLOODCAT_AMBUSH_CODE:
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case ENEMY_AMBUSH_DEPLOYMENT_CODE:
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case ENEMY_AMBUSH_DEPLOYMENT_CODE:
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case ENEMY_INVASION_AIRDROP_CODE:
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gCurrentIncident.usIncidentFlags |= (INCIDENT_ATTACK_ENEMY|INCIDENT_AMBUSH);
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gCurrentIncident.usIncidentFlags |= (INCIDENT_ATTACK_ENEMY|INCIDENT_AMBUSH);
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break;
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break;
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}
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}
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@@ -41,6 +41,7 @@ enum
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HOSTILE_BLOODCATS_CODE,
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HOSTILE_BLOODCATS_CODE,
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ENEMY_AMBUSH_DEPLOYMENT_CODE, // Flugente: an ambush in which we can deploy our mercs (somewhat)
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ENEMY_AMBUSH_DEPLOYMENT_CODE, // Flugente: an ambush in which we can deploy our mercs (somewhat)
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ENEMY_INVASION_AIRDROP_CODE, // Flugente: enemy airdrop
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};
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};
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extern BOOLEAN gfAutoAmbush;
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extern BOOLEAN gfAutoAmbush;
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@@ -5996,7 +5996,7 @@ void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 s
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BOOLEAN fCombatAbleMerc = FALSE;
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BOOLEAN fCombatAbleMerc = FALSE;
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BOOLEAN fBloodCatAmbush = FALSE;
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BOOLEAN fBloodCatAmbush = FALSE;
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gubEnemyEncounterCode = ENEMY_INVASION_CODE;
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gubEnemyEncounterCode = ENEMY_INVASION_AIRDROP_CODE;
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gubSectorIDOfCreatureAttack = SECTOR(sX, sY);
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gubSectorIDOfCreatureAttack = SECTOR(sX, sY);
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@@ -1828,6 +1828,7 @@ enum
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STR_PB_CREATUREATTACK_HEADER,
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STR_PB_CREATUREATTACK_HEADER,
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STR_PB_BLOODCATAMBUSH_HEADER,
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STR_PB_BLOODCATAMBUSH_HEADER,
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STR_PB_ENTERINGBLOODCATLAIR_HEADER,
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STR_PB_ENTERINGBLOODCATLAIR_HEADER,
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STR_PB_ENEMYINVASION_AIRDROP_HEADER,
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STR_PB_LOCATION,
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STR_PB_LOCATION,
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STR_PB_ENEMIES,
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STR_PB_ENEMIES,
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STR_PB_MERCS,
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STR_PB_MERCS,
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@@ -3405,6 +3405,7 @@ STR16 gpStrategicString[] =
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L"异形攻击", //STR_PB_CREATUREATTACK_HEADER
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L"异形攻击", //STR_PB_CREATUREATTACK_HEADER
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L"血猫伏击", //STR_PB_BLOODCATAMBUSH_HEADER
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L"血猫伏击", //STR_PB_BLOODCATAMBUSH_HEADER
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L"进入血猫巢穴",
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L"进入血猫巢穴",
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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@@ -3405,6 +3405,7 @@ STR16 gpStrategicString[] =
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L"AANVAL BEEST", //STR_PB_CREATUREATTACK_HEADER
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L"AANVAL BEEST", //STR_PB_CREATUREATTACK_HEADER
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L"BLOODCAT VAL", //STR_PB_BLOODCATAMBUSH_HEADER
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L"BLOODCAT VAL", //STR_PB_BLOODCATAMBUSH_HEADER
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L"BINNENGAAN HOL BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"BINNENGAAN HOL BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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@@ -3401,6 +3401,7 @@ STR16 gpStrategicString[] =
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L"CREATURE ATTACK", //STR_PB_CREATUREATTACK_HEADER
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L"CREATURE ATTACK", //STR_PB_CREATUREATTACK_HEADER
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L"BLOODCAT AMBUSH", //STR_PB_BLOODCATAMBUSH_HEADER
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L"BLOODCAT AMBUSH", //STR_PB_BLOODCATAMBUSH_HEADER
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L"ENTERING BLOODCAT LAIR", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ENTERING BLOODCAT LAIR", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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@@ -3413,6 +3413,7 @@ STR16 gpStrategicString[] =
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L"ATTAQUE DE CRÉATURES", //STR_PB_CREATUREATTACK_HEADER
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L"ATTAQUE DE CRÉATURES", //STR_PB_CREATUREATTACK_HEADER
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L"AMBUSCADE DE CHATS SAUVAGES", //STR_PB_BLOODCATAMBUSH_HEADER
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L"AMBUSCADE DE CHATS SAUVAGES", //STR_PB_BLOODCATAMBUSH_HEADER
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L"VOUS ENTREZ DANS LE REPAIRE DES CHATS SAUVAGES", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"VOUS ENTREZ DANS LE REPAIRE DES CHATS SAUVAGES", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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@@ -3415,7 +3415,8 @@ STR16 gpStrategicString[] =
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L"FEINDLICHEN SEKTOR BETRETEN",
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L"FEINDLICHEN SEKTOR BETRETEN",
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L"MONSTERANGRIFF",
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L"MONSTERANGRIFF",
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L"BLOODCAT-HINTERHALT",
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L"BLOODCAT-HINTERHALT",
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L"BLOODCAT-HÖHLE BETRETEN",
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L"BLOODCAT-HÖHLE BETRETEN",
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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@@ -3400,6 +3400,7 @@ STR16 gpStrategicString[] =
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L"ATTACCO DELLE CREATURE", //STR_PB_CREATUREATTACK_HEADER
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L"ATTACCO DELLE CREATURE", //STR_PB_CREATUREATTACK_HEADER
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L"IMBOSCATA DEI BLOODCAT", //STR_PB_BLOODCATAMBUSH_HEADER
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L"IMBOSCATA DEI BLOODCAT", //STR_PB_BLOODCATAMBUSH_HEADER
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L"INTRUSIONE NELLA TANA BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"INTRUSIONE NELLA TANA BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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@@ -3411,6 +3411,7 @@ STR16 gpStrategicString[] =
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L"ATAK STWORÓW", //STR_PB_CREATUREATTACK_HEADER
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L"ATAK STWORÓW", //STR_PB_CREATUREATTACK_HEADER
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L"ATAK DZIKICH KOTÓW", //STR_PB_BLOODCATAMBUSH_HEADER
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L"ATAK DZIKICH KOTÓW", //STR_PB_BLOODCATAMBUSH_HEADER
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L"WEJŚCIE DO LEGOWISKA DZIKICH KOTÓW", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"WEJŚCIE DO LEGOWISKA DZIKICH KOTÓW", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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@@ -3405,6 +3405,7 @@ STR16 gpStrategicString[] =
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L"АТАКА ТВАРЕЙ", //STR_PB_CREATUREATTACK_HEADER
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L"АТАКА ТВАРЕЙ", //STR_PB_CREATUREATTACK_HEADER
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L"ЗАСАДА КОШЕК-УБИЙЦ", //STR_PB_BLOODCATAMBUSH_HEADER
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L"ЗАСАДА КОШЕК-УБИЙЦ", //STR_PB_BLOODCATAMBUSH_HEADER
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L"ВХОД В ЛОГОВИЩЕ КОШЕК-УБИЙЦ", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ВХОД В ЛОГОВИЩЕ КОШЕК-УБИЙЦ", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
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L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
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//Various single words for direct translation. The Civilians represent the civilian
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//Various single words for direct translation. The Civilians represent the civilian
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//militia occupying the sector being attacked. Limited to 9-10 chars
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//militia occupying the sector being attacked. Limited to 9-10 chars
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