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Expanded feature: Militia Strategic Movement is turned on with ALLOW_MILITIA_STRATEGIC_COMMAND set to TRUE and allows plotting paths for the militia just like for merc squads.
GameDir >= r2204 is recommended. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7727 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -93,6 +93,8 @@
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#include "LOS.h" // added by SANDRO
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#include "CampaignStats.h" // added by Flugente
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#include "Interface Panels.h"
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#include "Queen Command.h" // added by Flugente
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#include "Town Militia.h" // added by Flugente
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#endif
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#include "ub_config.h"
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@@ -17874,8 +17876,12 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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}
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else if ( bTeam == MILITIA_TEAM )
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{
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nummortars = (SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[GREEN_MILITIA] + SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[REGULAR_MILITIA] + SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[ELITE_MILITIA]) / gSkillTraitValues.usVOMortarCountDivisor;
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numshells = gSkillTraitValues.usVOMortarPointsAdmin * SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[GREEN_MILITIA] + gSkillTraitValues.usVOMortarPointsTroop * SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[REGULAR_MILITIA] + gSkillTraitValues.usVOMortarPointsElite * SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[ELITE_MILITIA];
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UINT8 militia_green = MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
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UINT8 militia_troop = MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
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UINT8 militia_elite = MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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nummortars = (militia_green + militia_troop + militia_elite) / gSkillTraitValues.usVOMortarCountDivisor;
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numshells = gSkillTraitValues.usVOMortarPointsAdmin * militia_green + gSkillTraitValues.usVOMortarPointsTroop * militia_troop + gSkillTraitValues.usVOMortarPointsElite * militia_elite;
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}
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if ( gSkillTraitValues.usVOMortarShellDivisor * nummortars < 1 )
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@@ -22110,8 +22116,8 @@ BOOLEAN IsValidArtilleryOrderSector( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
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if ( bSectorZ > 0 || sSectorX < 1 || sSectorX >= MAP_WORLD_X - 1 || sSectorY < 1 || sSectorY >= MAP_WORLD_Y - 1 )
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return FALSE;
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UINT16 usEnemies = (UINT16)NumEnemiesInAnySector( sSectorX, sSectorY, bSectorZ );
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UINT16 usMilitia = (UINT16)GetNumberOfMilitiaInSector( sSectorX, sSectorY, (INT16)bSectorZ );
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UINT16 usEnemies = (UINT16)NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, ENEMY_TEAM );
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UINT16 usMilitia = (UINT16)NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM );
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UINT16 usMercs = (UINT16)PlayerMercsInSector( (UINT8)sSectorX, (UINT8)sSectorY, (UINT8)bSectorZ );
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SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( sSectorX, sSectorY )]);
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