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Externalizations (by Buggler)
- Queen Palace & Interrogate meanwhile stuff - Initial POW stuff in Alma - Sectors for triggering Meduna outskirts meanwhile scene - Add Iggy to location when game progress condition met - Add Rat to location after creature meanwhile scene git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6479 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+30
-30
@@ -486,7 +486,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( QUEEN );
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ChangeNpcToDifferentSector( QUEEN, 3, 16, 0 );
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ChangeNpcToDifferentSector( QUEEN, gModSettings.ubMeanwhilePalaceSectorX, gModSettings.ubMeanwhilePalaceSectorY, 0 ); //3, 16
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}
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// SAVE MESSANGER!
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@@ -502,7 +502,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( ELLIOT );
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ChangeNpcToDifferentSector( ELLIOT, 3, 16, 0 );
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ChangeNpcToDifferentSector( ELLIOT, gModSettings.ubMeanwhilePalaceSectorX, gModSettings.ubMeanwhilePalaceSectorY, 0 );
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}
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if ( gCurrentMeanwhileDef.ubMeanwhileID == OUTSKIRTS_MEDUNA )
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@@ -520,7 +520,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( JOE );
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ChangeNpcToDifferentSector( JOE, 3, 16, 0 );
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ChangeNpcToDifferentSector( JOE, gModSettings.ubMeanwhilePalaceSectorX, gModSettings.ubMeanwhilePalaceSectorY, 0 );
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}
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}
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@@ -542,7 +542,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( QUEEN );
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ChangeNpcToDifferentSector( QUEEN, 7, 14, 0 );
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ChangeNpcToDifferentSector( QUEEN, gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0 ); // 7, 14
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}
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// SAVE MESSANGER!
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@@ -558,7 +558,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( ELLIOT );
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ChangeNpcToDifferentSector( ELLIOT, 7, 14, 0 );
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ChangeNpcToDifferentSector( ELLIOT, gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0 );
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}
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// SAVE JOE!
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@@ -574,7 +574,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( JOE );
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ChangeNpcToDifferentSector( JOE, 7, 14, 0 );
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ChangeNpcToDifferentSector( JOE, gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0 );
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}
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break;
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@@ -850,7 +850,7 @@ void EndMeanwhile( )
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gMercProfiles[ ubProfile ].sSectorX = gNPCSaveData[ cnt ].sX;
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gMercProfiles[ ubProfile ].sSectorY = gNPCSaveData[ cnt ].sY;
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gMercProfiles[ ubProfile ].bSectorZ = (INT8)gNPCSaveData[ cnt ].sZ;
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gMercProfiles[ ubProfile ].sGridNo = (INT8)gNPCSaveData[ cnt ].sGridNo;
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gMercProfiles[ ubProfile ].sGridNo = (INT32)gNPCSaveData[ cnt ].sGridNo;
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// Ensure NPC files loaded...
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ReloadQuoteFile( ubProfile );
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@@ -899,7 +899,7 @@ void DoneFadeOutMeanwhileOnceDone( )
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gMercProfiles[ ubProfile ].sSectorX = gNPCSaveData[ cnt ].sX;
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gMercProfiles[ ubProfile ].sSectorY = gNPCSaveData[ cnt ].sY;
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gMercProfiles[ ubProfile ].bSectorZ = (INT8)gNPCSaveData[ cnt ].sZ;
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gMercProfiles[ ubProfile ].sGridNo = (INT8)gNPCSaveData[ cnt ].sGridNo;
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gMercProfiles[ ubProfile ].sGridNo = (INT32)gNPCSaveData[ cnt ].sGridNo;
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// Ensure NPC files loaded...
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ReloadQuoteFile( ubProfile );
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@@ -975,8 +975,8 @@ void HandleCreatureRelease( void )
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UINT32 uiTime = 0;
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MEANWHILE_DEFINITION MeanwhileDef;
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -997,8 +997,8 @@ void HandleMeanWhileEventPostingForTownLiberation( UINT8 bTownId )
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UINT8 ubId = 0;
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BOOLEAN fHandled = FALSE;
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1053,8 +1053,8 @@ void HandleMeanWhileEventPostingForTownLoss( UINT8 bTownId )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1084,8 +1084,8 @@ void HandleMeanWhileEventPostingForSAMLiberation( INT8 bSamId )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1132,8 +1132,8 @@ void HandleFlowersMeanwhileScene( INT8 bTimeCode )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1165,8 +1165,8 @@ void HandleOutskirtsOfMedunaMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1188,8 +1188,8 @@ void HandleKillChopperMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1211,8 +1211,8 @@ void HandleScientistAWOLMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1234,8 +1234,8 @@ void HandleInterrogationMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 7; // what sector?
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MeanwhileDef.sSectorY = MAP_ROW_N;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; // interrogate sector
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1258,8 +1258,8 @@ void HandleFirstBattleVictory( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1286,8 +1286,8 @@ void HandleDelayedFirstBattleVictory( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -340,7 +340,10 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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}
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// SetSectorFlag( sMapX, sMapY, bMapZ, SF_SECTOR_HAS_BEEN_LIBERATED_ONCE );
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if ( bMapZ == 0 && ( ( sMapY == MAP_ROW_M && (sMapX >= 2 && sMapX <= 6) ) || sMapY == MAP_ROW_N && sMapX == 6) )
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if ( bMapZ == 0 && ( ( ( sMapX >= gModSettings.ubMeanwhileMedunaOutskirtsRowMinX && sMapX <= gModSettings.ubMeanwhileMedunaOutskirtsRowMaxX ) && //row x range
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sMapY == gModSettings.ubMeanwhileMedunaOutskirtsRowY ) || //row y
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( sMapX == gModSettings.ubMeanwhileMedunaOutskirtsColX && // col x
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( sMapY >= gModSettings.ubMeanwhileMedunaOutskirtsColMinY && sMapY <= gModSettings.ubMeanwhileMedunaOutskirtsColMaxY ) ) ) ) //col y range
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{
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#if (defined JA2UB)
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+22
-19
@@ -85,7 +85,8 @@ extern INT32 giGarrisonArraySize;
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extern BOOLEAN gfOverrideSector;
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#endif
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INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
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//Buggler: Externalized to gModSettings.iMeanwhileInterrogatePOWGridNo
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//INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
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#ifdef JA2UB
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INT32 gsGridNoForMapEdgePointInfo=-1;
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@@ -2076,8 +2077,8 @@ void EndCaptureSequence( )
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{
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MEANWHILE_DEFINITION MeanwhileDef;
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MeanwhileDef.sSectorX = 7;
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MeanwhileDef.sSectorY = 14;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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MeanwhileDef.ubMeanwhileID = INTERROGATION;
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@@ -2102,11 +2103,11 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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BOOLEAN fMadeCorpse;
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INT32 iNumEnemiesInSector;
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// TODO.WANNE: Hardcoded grid number
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static INT32 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 }; //dnl!!!
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static INT32 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 13046 }; //dnl!!!
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// Buggler: Externalized Hardcoded grid number
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//static INT32 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 }; //dnl!!!
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//static INT32 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 12086 }; //dnl!!!
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static INT32 sInterrogationItemGridNo[] = { 12089, 12089, 12089 }; //dnl!!!
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//static INT32 sInterrogationItemGridNo[] = { 12089, 12089, 12089 }; //dnl!!!
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AssertNotNIL(pSoldier);
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@@ -2142,8 +2143,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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TakeSoldierOutOfVehicle( pSoldier );
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// Are there anemies in ALMA? ( I13 )
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iNumEnemiesInSector = NumEnemiesInSector( 13, 9 );
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// Are there enemies in ALMA? ( I13 )
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iNumEnemiesInSector = NumEnemiesInSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY ); //(13, 9)
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// IF there are no enemies, and we need to do alma, skip!
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if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED && iNumEnemiesInSector == 0 )
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@@ -2176,8 +2177,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
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{
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//-teleport him to NE Alma sector (not Tixa as originally planned)
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pSoldier->sSectorX = 13;
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pSoldier->sSectorY = 9;
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pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
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pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
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pSoldier->bSectorZ = 0;
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// put him on the floor!!
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@@ -2189,27 +2190,28 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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if( pSoldier->inv[ i ].exists() == true )
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{
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WorldItem.fExists = TRUE;
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WorldItem.sGridNo = sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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WorldItem.sGridNo = gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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WorldItem.ubLevel = 0;
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WorldItem.usFlags = 0;
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WorldItem.bVisible = FALSE;
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WorldItem.bRenderZHeightAboveLevel = 0;
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pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
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AddWorldItemsToUnLoadedSector( 13, 9, 0, sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
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AddWorldItemsToUnLoadedSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, 0,
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gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
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}
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}
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = sAlmaCaptureGridNos[ gStrategicStatus.ubNumCapturedForRescue ];
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pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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gStrategicStatus.ubNumCapturedForRescue++;
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}
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else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
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{
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//-teleport him to N7
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pSoldier->sSectorX = 7;
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pSoldier->sSectorY = 14;
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pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
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pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
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pSoldier->bSectorZ = 0;
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// put him on the floor!!
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@@ -2221,19 +2223,20 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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if( pSoldier->inv[ i ].exists() == true )
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{
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WorldItem.fExists = TRUE;
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WorldItem.sGridNo = sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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WorldItem.sGridNo = gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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WorldItem.ubLevel = 0;
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WorldItem.usFlags = 0;
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WorldItem.bVisible = FALSE;
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WorldItem.bRenderZHeightAboveLevel = 0;
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pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
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AddWorldItemsToUnLoadedSector( 7, 14, 0, sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
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AddWorldItemsToUnLoadedSector( gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0,
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gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
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}
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}
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = gsInterrogationGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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gStrategicStatus.ubNumCapturedForRescue++;
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}
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@@ -54,7 +54,8 @@ BOOLEAN PlayerSectorDefended( UINT8 ubSectorID );
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BOOLEAN OnlyHostileCivsInSector();
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extern INT32 gsInterrogationGridNo[3];
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//Buggler: Externalized to gModSettings.iMeanwhileInterrogatePOWGridNo
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//extern INT32 gsInterrogationGridNo[3];
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#ifdef JA2UB
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extern INT32 gsGridNoForMapEdgePointInfo;
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@@ -725,6 +725,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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SetFactTrue( FACT_KINGPIN_CAN_SEND_ASSASSINS );
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gMercProfiles[ SPIKE ].sSectorX = gModSettings.ubSpikeNewSectorX; //5
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gMercProfiles[ SPIKE ].sSectorY = gModSettings.ubSpikeNewSectorY; //MAP_ROW_C
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gMercProfiles[ SPIKE ].bSectorZ = gModSettings.ubSpikeNewSectorZ; //0
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gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] = CIV_GROUP_WILL_BECOME_HOSTILE;
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}
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}
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@@ -1911,7 +1911,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
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/* Ja25: No meanwhiles */
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#else
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// If we are in a meanwhile...
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if ( AreInMeanwhile( ) && sMapX == 3 && sMapY == 16 && !bSectorZ )//GetMeanwhileID() != INTERROGATION )
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if ( AreInMeanwhile( ) && sMapX == gModSettings.ubMeanwhilePalaceSectorX && sMapY == gModSettings.ubMeanwhilePalaceSectorY && !bSectorZ ) //GetMeanwhileID() != INTERROGATION ), (3, 16)
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{
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if( fAddAlternateMapLetter )
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{
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@@ -3114,7 +3114,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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fPOWSquadSet = TRUE;
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// ATE: If we are in i13 - pop up message!
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if ( sSectorY == MAP_ROW_I && sSectorX == 13 )
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if ( sSectorX == gModSettings.ubInitialPOWSectorX && sSectorY == gModSettings.ubInitialPOWSectorY ) //(13, 9)
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ POW_MERCS_ARE_HERE ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
|
||||
@@ -3127,7 +3127,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( sSectorY != MAP_ROW_I && sSectorX != 13 )
|
||||
if ( sSectorX != gModSettings.ubInitialPOWSectorX && sSectorY != gModSettings.ubInitialPOWSectorY ) //(13, 9)
|
||||
{
|
||||
AddCharacterToSquad( pSoldier, ubPOWSquad );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user