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minor code cleanup
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8363 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -10,7 +10,4 @@ void HandleIMPCharacterTrait( void );
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INT8 iChosenCharacterTrait();
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STR16 gzIMPCharacterTraitText[];
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STR16 gzIMPAttitudesText[];
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#endif
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@@ -2192,7 +2192,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
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}
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// on surface, and enemies are in the sector
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if( ( pSoldier->bSectorZ == 0 ) && ( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) > 0 ) )
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if ( (pSoldier->bSectorZ == 0) && (NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0) )
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{
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if( fExplainWhyNot )
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{
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@@ -2445,7 +2445,7 @@ BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
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{
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return( FALSE );
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}
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if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM) )
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{
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return( FALSE );
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}
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@@ -2475,7 +2475,7 @@ BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
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{
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return( FALSE );
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}
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if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) )
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{
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return( FALSE );
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}
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@@ -5766,7 +5766,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
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//Setup variables in the PBI for this first battle. We need to support the
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//non-persistant PBI in case the user goes to mapscreen.
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// HEADROCK HAM 3.5: Arrival sector externalized. Fix for entering non-hostile sector/
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if ( NumEnemiesInAnySector( gubPBSectorX, gubPBSectorY, 0 ) > 0 )
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if ( NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM ) > 0 )
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{
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gfBlitBattleSectorLocator = TRUE;
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gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
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@@ -268,6 +268,10 @@ UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubT
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{
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ubNumTroops = (UINT8)(pSector->ubNumberOfCivsAtLevel[0] + pSector->ubNumberOfCivsAtLevel[1] + pSector->ubNumberOfCivsAtLevel[2]);
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}
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else if ( ubTeam == CREATURE_TEAM )
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{
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ubNumTroops = pSector->ubNumCreatures;
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}
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pGroup = gpGroupList;
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while( pGroup )
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