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- New Feature: The rosine system now allows to capture enemy soldeirs via using handcuffs on them. They can e transferred to a prison the player controls, and be interrogated there.
- GameDir revision 1568 is required for this feature. - Savegame compatibility is maintained. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5709 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -141,12 +141,19 @@ INT16 GetFacilityModifier( UINT8 ubModifierType, UINT8 ubFacilityType, UINT8 ubA
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sAssignmentModifier = 100 + ((sAssignmentModifier-100) + (sAmbientModifier-100));
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return (sAssignmentModifier);
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// Flugente: not needed anywhere atm
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case FACILITY_CANTINA_MOD:
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sAssignmentModifier = gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].sCantinaFoodModifier;
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sAmbientModifier = gFacilityTypes[ubFacilityType].AssignmentData[0].sCantinaFoodModifier;
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sAssignmentModifier = 100 + ((sAssignmentModifier-100) + (sAmbientModifier-100));
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return (sAssignmentModifier);
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case FACILITY_PRISON_MOD:
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sAssignmentModifier = gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].usPrisonBaseLimit;
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sAmbientModifier = gFacilityTypes[ubFacilityType].AssignmentData[0].usPrisonBaseLimit;
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sAssignmentModifier = 100 + ((sAssignmentModifier-100) + (sAmbientModifier-100));
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return (sAssignmentModifier);
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default:
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return (0);
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}
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@@ -906,6 +913,9 @@ INT8 GetSoldierFacilityAssignmentIndex( SOLDIERTYPE *pSoldier )
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case FACILITY_REST:
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bAssignmentIndex = FAC_REST;
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break;
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case FACILITY_INTERROGATE_PRISONERS:
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bAssignmentIndex = FAC_INTERROGATE_PRISONERS;
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break;
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default:
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bAssignmentIndex = -1;
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break;
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