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More UINT8 -> UINT16 changes
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@@ -2048,7 +2048,7 @@ static void ARCreateMilitia( UINT8 mclass, INT32 i, INT16 sX, INT16 sY)
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swprintf( gpCivs[i].pSoldier->name, gpStrategicString[ STR_AR_MILITIA_NAME ] );
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}
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static void ARCreateMilitiaSquad( UINT8 *cnt, UINT8 ubEliteMilitia, UINT8 ubRegMilitia, UINT8 ubGreenMilitia, INT16 sX, INT16 sY)
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static void ARCreateMilitiaSquad( UINT16 *cnt, UINT16 ubEliteMilitia, UINT16 ubRegMilitia, UINT16 ubGreenMilitia, INT16 sX, INT16 sY)
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{
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while( *cnt < gpAR->ubCivs && (ubEliteMilitia || ubRegMilitia || ubGreenMilitia) )
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{
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@@ -2077,10 +2077,10 @@ void CreateAutoResolveInterface()
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VOBJECT_DESC VObjectDesc;
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INT32 i, index;
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HVOBJECT hVObject;
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UINT8 ubGreenMilitia, ubRegMilitia, ubEliteMilitia;
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UINT16 ubGreenMilitia, ubRegMilitia, ubEliteMilitia;
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UINT16 pMoveDir[4][3];
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UINT8 uiDirNumber = 0;
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UINT8 cnt;
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UINT16 cnt;
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//Setup new autoresolve blanket interface.
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MSYS_DefineRegion( &gpAR->AutoResolveRegion, 0 + xResOffset, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH-1, 0,
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@@ -2200,7 +2200,7 @@ void CreateAutoResolveInterface()
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ubGreenMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, GREEN_MILITIA );
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// see if we get any bonus militia from nearby towns
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UINT8 bonusGreenMilitia = 0, bonusRegularMilitia = 0, bonusEliteMilitia = 0;
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UINT16 bonusGreenMilitia = 0, bonusRegularMilitia = 0, bonusEliteMilitia = 0;
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RebelCommand::GetBonusMilitia(gpAR->ubSectorX, gpAR->ubSectorY, bonusGreenMilitia, bonusRegularMilitia, bonusEliteMilitia, FALSE); // no need to create a group for autoresolve as we're just increasing local militia pop
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ubEliteMilitia += bonusEliteMilitia;
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ubRegMilitia += bonusRegularMilitia;
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