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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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@@ -80,19 +80,25 @@ typedef struct ENEMYGROUP
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//NOTE: ALL FLAGS ARE CLEARED WHENEVER A GROUP ARRIVES IN A SECTOR, OR ITS WAYPOINTS ARE
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// DELETED!!!
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#define GROUPFLAG_SIMULTANEOUSARRIVAL_APPROVED 0x00000001
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#define GROUPFLAG_SIMULTANEOUSARRIVAL_APPROVED 0x00000001
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#define GROUPFLAG_SIMULTANEOUSARRIVAL_CHECKED 0x00000002
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//I use this flag when traversing through a list to determine which groups meet whatever conditions,
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//then add this marker flag. The second time I traverse the list, I simply check for this flag,
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//apply my modifications to the group, and remove the flag. If you decide to use it, make sure the
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//flag is cleared.
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#define GROUPFLAG_MARKER 0x00000004
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#define GROUPFLAG_MARKER 0x00000004
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//Set whenever a group retreats from battle. If the group arrives in the next sector and enemies are there
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//retreat will not be an option.
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#define GROUPFLAG_JUST_RETREATED_FROM_BATTLE 0x00000008
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#define GROUPFLAG_HIGH_POTENTIAL_FOR_AMBUSH 0x00000010
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#define GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY 0x00000020
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#define GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY 0x00000020
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#define GROUPFLAGS_TODELETE 0x0000003F
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// Flugente: these flags determine whether a group will always be visible on the map
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#define GROUPFLAG_KNOWN_POSITION 0x00000040
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#define GROUPFLAG_KNOWN_DIRECTION 0x00000080
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#define GROUPFLAG_KNOWN_NUMBER 0x00000100
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typedef struct GROUP
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{
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@@ -320,6 +326,11 @@ BOOLEAN GroupHasInTransitDeadOrPOWMercs( GROUP *pGroup );
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BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY ); // added by SANDRO
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// Flugente: concealed mercs are in a different sector level, but we pretend they aren't... so we gain scout vision if a concealed merc is 'present'
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BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN aScoutsOnly );
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void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 sY, INT8 sZ );
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void GetInfoFromGroupsInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam, BOOLEAN& arDetection, BOOLEAN& arCount, BOOLEAN& arDirection );
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#endif
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