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fixed POW code throwing errors when trying to compile UB build
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9101 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -533,12 +533,13 @@ BOOLEAN SetThisSectorAsEnemyControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BO
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{
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{
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gubQuest[QUEST_HELD_IN_ALMA] = QUESTNOTSTARTED;
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gubQuest[QUEST_HELD_IN_ALMA] = QUESTNOTSTARTED;
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}
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}
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#ifndef JA2UB
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//shadooow: re-enable quest if player loses control of the Tixa prison and quest was disabled previously
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//shadooow: re-enable quest if player loses control of the Tixa prison and quest was disabled previously
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if (sMapX == gModSettings.ubTixaPrisonSectorX && sMapY == gModSettings.ubTixaPrisonSectorY && gubQuest[QUEST_HELD_IN_TIXA] == QUESTCANNOTSTART)
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if (sMapX == gModSettings.ubTixaPrisonSectorX && sMapY == gModSettings.ubTixaPrisonSectorY && gubQuest[QUEST_HELD_IN_TIXA] == QUESTCANNOTSTART)
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{
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{
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gubQuest[QUEST_HELD_IN_TIXA] = QUESTNOTSTARTED;
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gubQuest[QUEST_HELD_IN_TIXA] = QUESTNOTSTARTED;
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}
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}
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#endif
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// Flugente: reduce workforce
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// Flugente: reduce workforce
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SectorInfo[SECTOR( sMapX, sMapY )].usWorkers = SectorInfo[SECTOR( sMapX, sMapY )].usWorkers * gGameExternalOptions.dInitialWorkerRate;
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SectorInfo[SECTOR( sMapX, sMapY )].usWorkers = SectorInfo[SECTOR( sMapX, sMapY )].usWorkers * gGameExternalOptions.dInitialWorkerRate;
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@@ -2807,18 +2807,16 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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}
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}
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ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_POW );
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ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_POW );
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// ATE: Make them neutral!
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if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
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{
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pSoldier->aiData.bNeutral = TRUE;
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}
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RemoveCharacterFromSquads( pSoldier );
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RemoveCharacterFromSquads( pSoldier );
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WORLDITEM WorldItem;
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WORLDITEM WorldItem;
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std::vector<WORLDITEM> pWorldItem;
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std::vector<WORLDITEM> pWorldItem;
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#ifdef JA2UB
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if (gStrategicStatus.ubNumCapturedForRescue < 3 && (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
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#else
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if (gStrategicStatus.ubNumCapturedForRescue < 3 && (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
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if (gStrategicStatus.ubNumCapturedForRescue < 3 && (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
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#endif
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{
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{
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INT32 itemdropoffgridno = -1;
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INT32 itemdropoffgridno = -1;
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@@ -2826,21 +2824,25 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED )
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if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED )
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{
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{
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//-teleport him to NE Alma sector (not Tixa as originally planned)
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//-teleport him to NE Alma sector (not Tixa as originally planned)
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pSoldier->aiData.bNeutral = TRUE;
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pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
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pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
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pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
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pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
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pSoldier->bSectorZ = 0;
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pSoldier->bSectorZ = 0;
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pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
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pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
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itemdropoffgridno = gModSettings.iInitialPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
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itemdropoffgridno = gModSettings.iInitialPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
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}
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}
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#ifndef JA2UB
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else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
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else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
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{
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{
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//-teleport him to Tixa as originally planned
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//-teleport him to Tixa as originally planned
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pSoldier->aiData.bNeutral = TRUE;
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pSoldier->sSectorX = gModSettings.ubTixaPrisonSectorX;
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pSoldier->sSectorX = gModSettings.ubTixaPrisonSectorX;
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pSoldier->sSectorY = gModSettings.ubTixaPrisonSectorY;
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pSoldier->sSectorY = gModSettings.ubTixaPrisonSectorY;
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pSoldier->bSectorZ = 0;
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pSoldier->bSectorZ = 0;
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pSoldier->usStrategicInsertionData = gModSettings.iTixaPrisonPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
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pSoldier->usStrategicInsertionData = gModSettings.iTixaPrisonPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
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itemdropoffgridno = gModSettings.iTixaPrisonPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
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itemdropoffgridno = gModSettings.iTixaPrisonPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
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}
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}
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#endif
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else //if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
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else //if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
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{
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{
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//-teleport him to N7
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//-teleport him to N7
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@@ -3304,6 +3304,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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// Do action
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// Do action
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HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_3, 0 );
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HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_3, 0 );
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}
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}
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#ifndef JA2UB
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else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTINPROGRESS)
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else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTINPROGRESS)
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{
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{
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// Complete quest
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// Complete quest
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@@ -3312,6 +3313,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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// Do action
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// Do action
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HandleNPCDoAction(0, NPC_ACTION_GRANT_EXPERIENCE_3, 0);
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HandleNPCDoAction(0, NPC_ACTION_GRANT_EXPERIENCE_3, 0);
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}
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}
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#endif
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}
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}
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}
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}
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}
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}
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+14
-3
@@ -7618,12 +7618,14 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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{
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{
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gubQuest[QUEST_HELD_IN_ALMA] = QUESTNOTSTARTED;
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gubQuest[QUEST_HELD_IN_ALMA] = QUESTNOTSTARTED;
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}
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}
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#ifndef JA2UB
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//shadooow: re-enable quest if player loses control of the Tixa prison and quest was disabled previously
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//shadooow: re-enable quest if player loses control of the Tixa prison and quest was disabled previously
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if (gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY &&
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if (gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY &&
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gbWorldSectorZ == 0 && gubQuest[QUEST_HELD_IN_TIXA] == QUESTCANNOTSTART)
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gbWorldSectorZ == 0 && gubQuest[QUEST_HELD_IN_TIXA] == QUESTCANNOTSTART)
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{
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{
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gubQuest[QUEST_HELD_IN_TIXA] = QUESTNOTSTARTED;
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gubQuest[QUEST_HELD_IN_TIXA] = QUESTNOTSTARTED;
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}
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}
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#endif
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// Play death music
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// Play death music
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#ifdef NEWMUSIC
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#ifdef NEWMUSIC
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@@ -7848,7 +7850,8 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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gubQuest[QUEST_HELD_IN_ALMA] = QUESTCANNOTSTART;
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gubQuest[QUEST_HELD_IN_ALMA] = QUESTCANNOTSTART;
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}
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}
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}
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}
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//shadooow: disable quest if player takes control of the Alma prison
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#ifndef JA2UB
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//shadooow: disable quest if player takes control of the Tixa prison
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if (gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY &&
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if (gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY &&
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gbWorldSectorZ == 0 && gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
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gbWorldSectorZ == 0 && gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
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{
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{
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@@ -7862,7 +7865,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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gubQuest[QUEST_HELD_IN_TIXA] = QUESTCANNOTSTART;
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gubQuest[QUEST_HELD_IN_TIXA] = QUESTCANNOTSTART;
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}
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}
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}
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}
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#endif
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// Say battle end quote....
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// Say battle end quote....
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if (fAnEnemyRetreated)
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if (fAnEnemyRetreated)
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@@ -8585,7 +8588,11 @@ BOOLEAN CheckForLosingEndOfBattle( )
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{
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{
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//if( GetWorldDay() > STARTDAY_ALLOW_PLAYER_CAPTURE_FOR_RESCUE && !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ))
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//if( GetWorldDay() > STARTDAY_ALLOW_PLAYER_CAPTURE_FOR_RESCUE && !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ))
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{
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{
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if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED ) )
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#ifdef JA2UB
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if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
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#else
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if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED ) )
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#endif
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{
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{
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fDoCapture = TRUE;
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fDoCapture = TRUE;
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// CJC Dec 1 2002: fix capture sequences
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// CJC Dec 1 2002: fix capture sequences
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@@ -11264,7 +11271,11 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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// in order for this to work, there must be no militia present, the enemy must not already have offered asked you to surrender, and certain quests may not be active
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// in order for this to work, there must be no militia present, the enemy must not already have offered asked you to surrender, and certain quests may not be active
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if ( !( gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER ) && gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
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if ( !( gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER ) && gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
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{
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{
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#ifdef JA2UB
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if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
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#else
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if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
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if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
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#endif
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{
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{
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gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
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gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
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