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New feature: Getting and using intel allows for more spy-related roleplay.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23643&goto=352475&#msg_352475 Requires GameDir >= r2401. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8522 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1612,7 +1612,11 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
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//INT32 iCounter = 0;
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INT32 sGridNo, sTempGridNo;
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if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
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INT8 sectorz = Menptr[uiMercId].bSectorZ;
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if ( SPY_LOCATION( Menptr[uiMercId].bAssignment ) )
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sectorz = max( 0, sectorz - 10 );
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if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || sectorz != gbWorldSectorZ )
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{
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// ATE: Use insertion gridno if not nowhere and insertion is gridno
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if ( Menptr[ uiMercId ].ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && !TileIsOutOfBounds(Menptr[ uiMercId ].usStrategicInsertionData) )
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@@ -1649,7 +1653,7 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
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UINT32 uiFoundItems = 0;
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Inventory invTemporaryBeforeDrop;
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if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
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if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || sectorz != gbWorldSectorZ )
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{
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for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
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{
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@@ -1662,7 +1666,7 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
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}
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}
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// anv: add all items at once (less file operations = less lag)
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AddItemsToUnLoadedSector( Menptr[ uiMercId ].sSectorX, Menptr[ uiMercId ].sSectorY, Menptr[ uiMercId ].bSectorZ , sGridNo, uiFoundItems, &(invTemporaryBeforeDrop[0]) , Menptr[ uiMercId ].pathing.bLevel, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0, 1, FALSE );
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AddItemsToUnLoadedSector( Menptr[ uiMercId ].sSectorX, Menptr[ uiMercId ].sSectorY, sectorz, sGridNo, uiFoundItems, &(invTemporaryBeforeDrop[0]) , Menptr[ uiMercId ].pathing.bLevel, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0, 1, FALSE );
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}
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else
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{
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@@ -2299,6 +2303,14 @@ void UpdateMapScreenAssignmentPositions( void )
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SetBoxPosition( ghDiseaseBox, pPoint );
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}
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if ( fShowSpyMenu )
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{
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GetBoxPosition( ghSpyBox, &pPoint );
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pPoint.iY = giBoxY + ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_SPY;
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SetBoxPosition( ghSpyBox, pPoint );
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}
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// HEADROCK HAM 3.6: Facility Menu
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if( fShowFacilityMenu )
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{
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@@ -3743,7 +3755,7 @@ void SetUpMovingListsForSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
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if( ( pSoldier->bActive ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) &&
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( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == sSectorZ ) )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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@@ -5769,12 +5781,12 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
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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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SetEnemyEncounterCode(ENTERING_ENEMY_SECTOR_CODE);
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}
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else
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{
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gfBlitBattleSectorLocator = FALSE;
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gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
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SetEnemyEncounterCode(NO_ENCOUNTER_CODE);
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}
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InitHelicopterEntranceByMercs( );
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