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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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@@ -42,6 +42,7 @@ enum
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ENEMY_AMBUSH_DEPLOYMENT_CODE, // Flugente: an ambush in which we can deploy our mercs (somewhat)
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ENEMY_INVASION_AIRDROP_CODE, // Flugente: enemy airdrop
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CONCEALINSERTION_CODE, // Flugente: a spy is no longer concealed, this causes us to drop into combat
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};
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extern BOOLEAN gfAutoAmbush;
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@@ -64,14 +65,16 @@ extern BOOLEAN gfPersistantPBI;
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//Contains general information about the type of encounter the player is faced with. This
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//determines whether or not you can autoresolve the battle or even retreat. This code
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//dictates the header that is used at the top of the PBI.
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extern UINT8 gubEnemyEncounterCode;
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UINT8 GetEnemyEncounterCode();
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void SetEnemyEncounterCode( UINT8 aCode );
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//The autoresolve during tactical battle option needs more detailed information than the
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//gubEnemyEncounterCode can provide. The explicit version contains possibly unique codes
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//for reasons not normally used in the PBI. For example, if we were fighting the enemy
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//in a normal situation, then shot at a civilian, the civilians associated with the victim
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//would turn hostile, which would disable the ability to autoresolve the battle.
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extern BOOLEAN gubExplicitEnemyEncounterCode;
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UINT8 GetExplicitEnemyEncounterCode();
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void SetExplicitEnemyEncounterCode( UINT8 aCode );
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//Location of the current battle (determines where the animated icon is blitted) and if the
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//icon is to be blitted.
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