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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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@@ -1405,7 +1405,7 @@ INT32 SearchForClosestPrimaryMapEdgepoint(INT32 sGridNo, UINT8 ubInsertionCode,
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break;
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}
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// WANNE - MP: Center
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if ( ( (is_networked || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER )
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if ( ( (is_networked || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER )
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{
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InitCenterEdgepoint( ubInsertionCode == INSERTION_CODE_CENTER );
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psArray = gps1stCenterEdgepointArray;
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@@ -347,6 +347,7 @@ void InitTacticalPlacementGUI()
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CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
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!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
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!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
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MercPtrs[ i ]->bAssignment != IN_TRANSIT )
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{
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++giPlacements;
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@@ -362,6 +363,7 @@ void InitTacticalPlacementGUI()
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors &&
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CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
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!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
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MercPtrs[ i ]->bAssignment != IN_TRANSIT &&
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!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles
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{
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@@ -375,7 +377,7 @@ void InitTacticalPlacementGUI()
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gfCenter = TRUE;
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}
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if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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{
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gMercPlacement[giPlacements].ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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MercPtrs[i]->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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@@ -431,8 +433,9 @@ void InitTacticalPlacementGUI()
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++giPlacements;
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}
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}
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//add all the faces now
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for( i = 0; i < giPlacements; i++ )
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for( i = 0; i < giPlacements; ++i )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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@@ -488,7 +491,8 @@ void InitTacticalPlacementGUI()
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if( gubDefaultButton == GROUP_BUTTON )
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{
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ButtonList[ iTPButtons[ GROUP_BUTTON ] ]->uiFlags |= BUTTON_CLICKED_ON;
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for( i = 0; i < giPlacements; i++ )
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for( i = 0; i < giPlacements; ++i )
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{ //go from the currently selected soldier to the end
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if( !gMercPlacement[ i ].fPlaced )
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{ //Found an unplaced merc. Select him.
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@@ -768,7 +772,7 @@ void RenderTacticalPlacementGUI()
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if( gbCursorMercID == -1 )
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{
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if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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{
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INT16 sCellX = 0;
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INT16 sCellY = 0;
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@@ -940,7 +944,7 @@ void RenderTacticalPlacementGUI()
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}
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}
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if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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{
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INT16 sCellX = 0;
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INT16 sCellY = 0;
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@@ -1256,10 +1260,10 @@ void TacticalPlacementHandle()
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// WANNE - MP: Center
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if ( gfCenter && (is_networked ||
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gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
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GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
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( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[gbSelectedMercID].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )) )
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{
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if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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{
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INT32 testgridno = NOWHERE;
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@@ -1404,7 +1408,7 @@ void ChooseRandomEdgepoints()
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{
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if ( !( gMercPlacement[ i ].pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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{
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if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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{
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UINT8 ubDirection;
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@@ -1804,7 +1808,7 @@ void PutDownMercPiece( INT32 iPlacement )
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pSoldier->EVENT_SetSoldierPosition( (FLOAT)sCellX, (FLOAT)sCellY );
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}
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if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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{
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ubDirection = (UINT8)GetDirectionToGridNoFromGridNo( gMapInformation.sCenterGridNo, sGridNo ) + 100;
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}
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