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changed return type of CountAllMilitiaInFiveSectors() from UINT8 to UINT16 to fix an overflow during militia reinforcement
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3116,7 +3116,8 @@ void CalculateAutoResolveInfo()
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}
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gfTransferTacticalOppositionToAutoResolve = FALSE;
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gpAR->ubCivs = CountAllMilitiaInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY );
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const UINT16 militia = CountAllMilitiaInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY );
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gpAR->ubCivs = min(militia, MAXUINT8);
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gpAR->ubMercs = 0;
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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pGroup = gpGroupList;
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@@ -207,9 +207,9 @@ UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY )
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return ubCounter;
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}
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UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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UINT16 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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{
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UINT8 ubResult = 0;
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UINT16 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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@@ -6,7 +6,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
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void ActivateTurncoatsForAutoResolve( INT16 sSectorX, INT16 sSectorY );
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BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY );
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UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY );
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UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
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UINT16 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
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UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
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//For Tactical
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