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Major rework of getting captured quests and mechanics.
- new feature: added Tixa as another prison where capture mercs can be held (Alma is still primary choice though) - fix: all mercs in the map will be taken POW when surrendered, however only 3 will appear in Alma/Tixa/N7, rest will be POW forever without chance of getting free - fix: whenever player liberates any of the POW sectors (Alma, Tixa, N7) the respective quest/cutscene with POW will be disabled in that sector until enemy recapture the sector - robot will be destroyed when surrendered as it makes no sense to inprison mechanical units - externalized the GridNos for freeing POW mercs into Mod_Settings.ini git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9095 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3125,7 +3125,8 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
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// if anything has been done to change movement costs and this is a potential POW situation, check
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// paths for POWs
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if (gWorldSectorX == gModSettings.ubInitialPOWSectorX && gWorldSectorY == gModSettings.ubInitialPOWSectorY && gbWorldSectorZ == 0)
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if (((gWorldSectorX == gModSettings.ubInitialPOWSectorX && gWorldSectorY == gModSettings.ubInitialPOWSectorY) ||
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(gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY)) && gbWorldSectorZ == 0)
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{
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DoPOWPathChecks();
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}
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