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Remove unused function
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@@ -2948,89 +2948,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap()
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{
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INT32 i;
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BOOLEAN fMadeCorpse;
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INT8 bKilledEnemies = 0, bKilledCreatures = 0, bKilledRebels = 0, bKilledCivilians = 0;
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return;
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//If any of the soldiers are dying, kill them now.
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for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
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{
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MercPtrs[ i ]->stats.bLife = 0;
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MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
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HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
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bKilledEnemies++;
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}
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}
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//Do the same for the creatures.
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for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
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{
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MercPtrs[ i ]->stats.bLife = 0;
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HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
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bKilledCreatures++;
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}
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}
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//Militia
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for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
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{
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MercPtrs[ i ]->stats.bLife = 0;
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MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
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HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
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bKilledRebels++;
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}
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}
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//Civilians
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for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
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{
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MercPtrs[ i ]->stats.bLife = 0;
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MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
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HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
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bKilledCivilians++;
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}
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}
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// TEST MESSAGES ONLY!
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if( bKilledCivilians )
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ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d civilians died after you left the sector.", bKilledCivilians );
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if( bKilledRebels )
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ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d militia died after you left the sector.", bKilledRebels );
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if( bKilledEnemies )
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ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d enemies died after you left the sector.", bKilledEnemies );
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if( bKilledCreatures )
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ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d creatures died after you left the sector.", bKilledCreatures );
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if( !gbWorldSectorZ )
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{
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SECTORINFO *pSector;
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pSector = &SectorInfo[ SECTOR(gWorldSectorX, gWorldSectorY) ];
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pSector->ubAdminsInBattle = 0;
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pSector->ubTroopsInBattle = 0;
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pSector->ubElitesInBattle = 0;
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pSector->ubCreaturesInBattle = 0;
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//RecalculateSectorWeight(
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}
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else if( gbWorldSectorZ > 0 )
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{
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UNDERGROUND_SECTORINFO *pSector;
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pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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if( !pSector )
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return;
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pSector->ubAdminsInBattle = 0;
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pSector->ubTroopsInBattle = 0;
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pSector->ubElitesInBattle = 0;
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pSector->ubCreaturesInBattle = 0;
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}
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}
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BOOLEAN PlayerSectorDefended( UINT8 ubSectorID )
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BOOLEAN PlayerSectorDefended( UINT8 ubSectorID )
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{
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{
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if ( NumNonPlayerTeamMembersInSector( SECTORX( ubSectorID ), SECTORY( ubSectorID ), MILITIA_TEAM ) )
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if ( NumNonPlayerTeamMembersInSector( SECTORX( ubSectorID ), SECTORY( ubSectorID ), MILITIA_TEAM ) )
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@@ -46,7 +46,6 @@ void EndTacticalBattleForEnemy();
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void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier );
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void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier );
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void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap();
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BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile );
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BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile );
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BOOLEAN LoadUnderGroundSectorInfoFromSavedGame( HWFILE hFile );
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BOOLEAN LoadUnderGroundSectorInfoFromSavedGame( HWFILE hFile );
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