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Do not offer surrender for multiplayer
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@@ -5164,13 +5164,16 @@ INT16 ubMinAPCost;
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// offer surrender?
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#ifndef JA2UB
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if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
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if ( !is_networked ) // No surrender in multiplayer
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{
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if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
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if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
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{
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if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
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if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
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{
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return( AI_ACTION_OFFER_SURRENDER );
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if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
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{
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return( AI_ACTION_OFFER_SURRENDER );
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}
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}
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}
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}
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@@ -9584,13 +9587,16 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
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// offer surrender?
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#ifndef JA2UB
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if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
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if ( !is_networked ) // No surrender in multiplayer
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{
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if ( gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0 && gTacticalStatus.Team[CREATURE_TEAM].bMenInSector == 0 && NumPCsInSector( ) < 4 && gTacticalStatus.Team[ENEMY_TEAM].bMenInSector >= NumPCsInSector( ) * 3 )
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if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
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{
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if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
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if ( gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0 && gTacticalStatus.Team[CREATURE_TEAM].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ENEMY_TEAM].bMenInSector >= NumPCsInSector() * 3 )
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{
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return(AI_ACTION_OFFER_SURRENDER);
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if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED )
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{
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return(AI_ACTION_OFFER_SURRENDER);
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}
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}
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}
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}
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