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Use correct macro to index StrategicMap
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@@ -1043,7 +1043,7 @@ void UpdateJerryMiloInInitialSector()
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//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
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//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
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SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
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SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
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//SectorInfo[ SEC_H7 ].ubNumAdmins = 2;
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//SectorInfo[ SEC_H7 ].ubNumAdmins = 2;
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StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
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StrategicMap[ (UINT8)CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
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if ( gGameUBOptions.InGameHeli == TRUE )
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if ( gGameUBOptions.InGameHeli == TRUE )
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return; //AA
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return; //AA
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@@ -1071,7 +1071,7 @@ if ( gGameUBOptions.InGameHeliCrash == TRUE )
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//Record the initial sector as ours
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//Record the initial sector as ours
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//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
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//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
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SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
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SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
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StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
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StrategicMap[ (UINT8)CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
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if ( gGameUBOptions.InJerry == TRUE )
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if ( gGameUBOptions.InJerry == TRUE )
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{
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{
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