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- somehow lost two condition in previous commit, correct what is missing.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6387 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -175,12 +175,14 @@ void HandleTacticalEndTurn( )
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// decay AI warning values from corpses
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DecayRottingCorpseAIWarnings();
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((gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gTacticalStatus.Team[MILITIA_TEAM].bTeamActive) ? (guiTurnCnt++) : (guiTurnCnt = 0));//dnl ch68 090913
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//Check for enemy pooling (add enemies if there happens to be more than the max in the
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//current battle. If one or more slots have freed up, we can add them now.
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AddPossiblePendingEnemiesToBattle();
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AddPossiblePendingMilitiaToBattle();
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if(gGameExternalOptions.gfAllowReinforcements)//dnl ch68 100913
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{
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((gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gTacticalStatus.Team[MILITIA_TEAM].bTeamActive) ? (guiTurnCnt++) : (guiTurnCnt = 0));
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//Check for enemy pooling (add enemies if there happens to be more than the max in the
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//current battle. If one or more slots have freed up, we can add them now.
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AddPossiblePendingEnemiesToBattle();
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AddPossiblePendingMilitiaToBattle();
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}
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// Loop through each active team and decay public opplist...
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// May want this done every few times too
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+7
-10
@@ -325,18 +325,15 @@ void EndTurn( UINT8 ubNextTeam )
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}
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else
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{
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guiTurnCnt++;//dnl ch68 080913
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// Flugente: I'm not really sure why we check here for gGameExternalOptions.ubReinforcementsFirstTurnFreeze, shouldn't that be a check for ALLOW_REINFORCEMENTS?
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// as this inhibits reinforcements during turnbased-mode, I'll check for that instead
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// HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs.
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//if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 2)
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if ( gGameExternalOptions.gfAllowReinforcements )
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if(gGameExternalOptions.gfAllowReinforcements)//dnl ch68 100913 agree with Flugente, put all under one condition
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{
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guiTurnCnt++;
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// Flugente: I'm not really sure why we check here for gGameExternalOptions.ubReinforcementsFirstTurnFreeze, shouldn't that be a check for ALLOW_REINFORCEMENTS?
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// as this inhibits reinforcements during turnbased-mode, I'll check for that instead
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// HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs.
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//if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 2)
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AddPossiblePendingEnemiesToBattle();
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}
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//if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 3)
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if ( gGameExternalOptions.gfAllowReinforcements )
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{
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//if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 3)
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AddPossiblePendingMilitiaToBattle();
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}
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