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HAM5.5b2 merged in!
Notes: -There may still be bugs!! (In fact, I almost guarantee it -- there's -Ammo box code added to HR's crate code -Splitting a crate/box also automatically refills half empty magazines -new pathing arrows for map screen not included -code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed. -lots of gobledy gook (chinese?) comments turned back to english -also added Bob's popups -other languages besides english still need to have there language.cpp files updated with array changes -AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -656,7 +656,9 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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// adjust the chance for what we know about the sector
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if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_NOTHING )
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iChance += 20;
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else if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_THEYRE_THERE )
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// HEADROCK HAM 5: Added new possible value...
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else if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_THEYRE_THERE ||
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WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_THEYRE_THERE_AND_WHERE_GOING )
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iChance += 5;
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//if( GetSectorFlagStatus( gubPBSectorX, gubPBSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
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// iChance -= 10; // if we already visited this sector
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@@ -1246,7 +1248,7 @@ void RenderPreBattleInterface()
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if( gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
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gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
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gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
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WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) != KNOWS_HOW_MANY )
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WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) < KNOWS_HOW_MANY ) // HEADROCK HAM 5: New case above this one...
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{
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// don't know how many
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swprintf( str, L"?" );
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