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- 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
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@@ -3091,16 +3091,19 @@ void SetGroupSectorValue( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT8
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pGroup->ubOriginalSector = (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY );
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DeleteStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->ubGroupID );
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// set all of the mercs in the group so that they are in the new sector too.
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pPlayer = pGroup->pPlayerList;
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while( pPlayer )
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if ( pGroup->usGroupTeam == OUR_TEAM )
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{
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pPlayer->pSoldier->sSectorX = sSectorX;
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pPlayer->pSoldier->sSectorY = sSectorY;
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pPlayer->pSoldier->bSectorZ = (UINT8)sSectorZ;
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pPlayer->pSoldier->flags.fBetweenSectors = FALSE;
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pPlayer->pSoldier->flags.uiStatusFlags &= ~SOLDIER_SHOULD_BE_TACTICALLY_VALID;
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pPlayer = pPlayer->next;
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// set all of the mercs in the group so that they are in the new sector too.
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pPlayer = pGroup->pPlayerList;
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while( pPlayer )
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{
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pPlayer->pSoldier->sSectorX = sSectorX;
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pPlayer->pSoldier->sSectorY = sSectorY;
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pPlayer->pSoldier->bSectorZ = (UINT8)sSectorZ;
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pPlayer->pSoldier->flags.fBetweenSectors = FALSE;
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pPlayer->pSoldier->flags.uiStatusFlags &= ~SOLDIER_SHOULD_BE_TACTICALLY_VALID;
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pPlayer = pPlayer->next;
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}
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}
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CheckAndHandleUnloadingOfCurrentWorld();
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