- If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE and militia can be commanded, oen can order them to retreat from autoresolve

- Final sector in a militia group's path is shown while plotting in the strategic map.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7743 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-02-20 23:27:22 +00:00
parent bfe520debf
commit d4432d95c3
16 changed files with 437 additions and 69 deletions
+12 -9
View File
@@ -3091,16 +3091,19 @@ void SetGroupSectorValue( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT8
pGroup->ubOriginalSector = (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY );
DeleteStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->ubGroupID );
// set all of the mercs in the group so that they are in the new sector too.
pPlayer = pGroup->pPlayerList;
while( pPlayer )
if ( pGroup->usGroupTeam == OUR_TEAM )
{
pPlayer->pSoldier->sSectorX = sSectorX;
pPlayer->pSoldier->sSectorY = sSectorY;
pPlayer->pSoldier->bSectorZ = (UINT8)sSectorZ;
pPlayer->pSoldier->flags.fBetweenSectors = FALSE;
pPlayer->pSoldier->flags.uiStatusFlags &= ~SOLDIER_SHOULD_BE_TACTICALLY_VALID;
pPlayer = pPlayer->next;
// set all of the mercs in the group so that they are in the new sector too.
pPlayer = pGroup->pPlayerList;
while( pPlayer )
{
pPlayer->pSoldier->sSectorX = sSectorX;
pPlayer->pSoldier->sSectorY = sSectorY;
pPlayer->pSoldier->bSectorZ = (UINT8)sSectorZ;
pPlayer->pSoldier->flags.fBetweenSectors = FALSE;
pPlayer->pSoldier->flags.uiStatusFlags &= ~SOLDIER_SHOULD_BE_TACTICALLY_VALID;
pPlayer = pPlayer->next;
}
}
CheckAndHandleUnloadingOfCurrentWorld();