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Replaced
UINT8 CountAllMilitiaInSector(INT16 sMapX, INT16 sMapY); with UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam ); git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7708 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2461,7 +2461,7 @@ BOOLEAN StrategicAILookForAdjacentGroups( GROUP *pGroup )
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{
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return HandlePlayerGroupNoticedByPatrolGroup( pPlayerGroup, pEnemyGroup );
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}
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else if( CountAllMilitiaInSector( pEnemyGroup->ubSectorX, (UINT8)(pEnemyGroup->ubSectorY-1) ) &&
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else if ( NumNonPlayerTeamMembersInSector( pEnemyGroup->ubSectorX, (UINT8)(pEnemyGroup->ubSectorY - 1), MILITIA_TEAM ) &&
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AttemptToNoticeAdjacentGroupSucceeds() )
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{
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return HandleMilitiaNoticedByPatrolGroup( (UINT8)SECTOR( pEnemyGroup->ubSectorX, pEnemyGroup->ubSectorY-1 ), pEnemyGroup );
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@@ -2479,7 +2479,7 @@ BOOLEAN StrategicAILookForAdjacentGroups( GROUP *pGroup )
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{
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return HandlePlayerGroupNoticedByPatrolGroup( pPlayerGroup, pEnemyGroup );
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}
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else if( CountAllMilitiaInSector( (UINT8)(pEnemyGroup->ubSectorX-1), pEnemyGroup->ubSectorY ) &&
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else if ( NumNonPlayerTeamMembersInSector( (UINT8)(pEnemyGroup->ubSectorX - 1), pEnemyGroup->ubSectorY, MILITIA_TEAM ) &&
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AttemptToNoticeAdjacentGroupSucceeds() )
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{
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return HandleMilitiaNoticedByPatrolGroup( (UINT8)SECTOR( pEnemyGroup->ubSectorX-1, pEnemyGroup->ubSectorY ), pEnemyGroup );
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@@ -2497,7 +2497,7 @@ BOOLEAN StrategicAILookForAdjacentGroups( GROUP *pGroup )
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{
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return HandlePlayerGroupNoticedByPatrolGroup( pPlayerGroup, pEnemyGroup );
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}
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else if( CountAllMilitiaInSector( pEnemyGroup->ubSectorX, (UINT8)(pEnemyGroup->ubSectorY+1) ) &&
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else if ( NumNonPlayerTeamMembersInSector( pEnemyGroup->ubSectorX, (UINT8)(pEnemyGroup->ubSectorY + 1), MILITIA_TEAM ) &&
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AttemptToNoticeAdjacentGroupSucceeds() )
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{
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return HandleMilitiaNoticedByPatrolGroup( (UINT8)SECTOR( pEnemyGroup->ubSectorX, pEnemyGroup->ubSectorY+1 ), pEnemyGroup );
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@@ -2515,7 +2515,7 @@ BOOLEAN StrategicAILookForAdjacentGroups( GROUP *pGroup )
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{
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return HandlePlayerGroupNoticedByPatrolGroup( pPlayerGroup, pEnemyGroup );
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}
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else if( CountAllMilitiaInSector( (UINT8)(pEnemyGroup->ubSectorX+1), pEnemyGroup->ubSectorY ) &&
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else if ( NumNonPlayerTeamMembersInSector( (UINT8)(pEnemyGroup->ubSectorX + 1), pEnemyGroup->ubSectorY, MILITIA_TEAM ) &&
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AttemptToNoticeAdjacentGroupSucceeds() )
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{
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return HandleMilitiaNoticedByPatrolGroup( (UINT8)SECTOR( pEnemyGroup->ubSectorX+1, pEnemyGroup->ubSectorY ), pEnemyGroup );
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@@ -6067,7 +6067,7 @@ BOOLEAN GarrisonCanProvideMinimumReinforcements( INT32 iGarrisonID )
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//If so, do not provide reinforcements from here.
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ubSectorX = (UINT8)SECTORX( gGarrisonGroup[ iGarrisonID ].ubSectorID );
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ubSectorY = (UINT8)SECTORY( gGarrisonGroup[ iGarrisonID ].ubSectorID );
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if( PlayerMercsInSector( ubSectorX, ubSectorY, 0 ) || CountAllMilitiaInSector( ubSectorX, ubSectorY ) )
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if ( PlayerMercsInSector( ubSectorX, ubSectorY, 0 ) || NumNonPlayerTeamMembersInSector( ubSectorX, ubSectorY, MILITIA_TEAM ) )
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{
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return FALSE;
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}
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