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HandleSnitchExposition: assignment instead of value check
HourlySnitchUpdate: NUM_PROFILES limit Strategic AI.cpp: MAP_WORLD_X * MAP_WORLD_Y limit RemoveMPButtonsForMapScreen: MAX_MP_BUTTONS limit WrapString: '/0' char instead of '\0' git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8257 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5984,7 +5984,7 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
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if( ubTownId != BLANK_SECTOR && GetTownSectorSize( ubTownId ) != 1 )
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{
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for( INT32 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y + 1; i++ )
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for( INT32 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y; i++ )
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{
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if( StrategicMap[ i ].bNameId == ubTownId )
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SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( i ) ].ubInvestigativeState++;
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@@ -6292,7 +6292,7 @@ void StrategicHandleMineThatRanOut( UINT8 ubSectorID )
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if( ubTownId != BLANK_SECTOR )
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{
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for( INT32 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y + 1; i++ )
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for( INT32 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y; i++ )
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{
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if( StrategicMap[ i ].bNameId == ubTownId )
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gArmyComp[ gGarrisonGroup[ SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( i ) ].ubGarrisonID ].ubComposition ].bPriority /= 4;
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