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More UINT8 -> UINT16 changes
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+36
-36
@@ -140,12 +140,12 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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SECTORINFO *pTSectorInfo = &( SectorInfo[ SECTOR( sTMapX, sTMapY ) ] );
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UINT8 bGreensSourceTeam = 0, bGreensDestTeam = 0;
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UINT8 bRegularsSourceTeam = 0, bRegularsDestTeam = 0;
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UINT8 bElitesSourceTeam = 0, bElitesDestTeam = 0;
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UINT8 bTotalGreens = 0, bTotalRegulars = 0, bTotalElites = 0;
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UINT16 bGreensSourceTeam = 0, bGreensDestTeam = 0;
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UINT16 bRegularsSourceTeam = 0, bRegularsDestTeam = 0;
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UINT16 bElitesSourceTeam = 0, bElitesDestTeam = 0;
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UINT16 bTotalGreens = 0, bTotalRegulars = 0, bTotalElites = 0;
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UINT8 bTotalGreensPercent = 0, bTotalRegularsPercent = 0, bTotalElitesPercent = 0;
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INT8 bNewSourceGroupSize = 0, bNewDestGroupSize = 0, bGroupSizeRatio = 0;
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INT16 bNewSourceGroupSize = 0, bNewDestGroupSize = 0, bGroupSizeRatio = 0;
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UINT8 ubChanceToSpreadOut;
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//////////////////////////////////////////////////////////
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@@ -165,8 +165,8 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
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{
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// Wilderness->Wilderness movement. Calculate Spread Out chance based on threats.
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UINT8 ubNumEnemiesNearOrigin = NumEnemiesInFiveSectors( sMapX, sMapY );
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UINT8 ubNumEnemiesNearTarget = NumEnemiesInFiveSectors( sTMapX, sTMapY );
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UINT16 ubNumEnemiesNearOrigin = NumEnemiesInFiveSectors( sMapX, sMapY );
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UINT16 ubNumEnemiesNearTarget = NumEnemiesInFiveSectors( sTMapX, sTMapY );
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if (ubNumEnemiesNearOrigin == 0 &&
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ubNumEnemiesNearTarget > 0 )
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@@ -264,9 +264,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
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// Flugente: mobiles take along their gear
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// move only gear for those who come new into a sector
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UINT8 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
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UINT8 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
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UINT8 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
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UINT16 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
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UINT16 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
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UINT16 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
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MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
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@@ -306,9 +306,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
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// Flugente: mobiles take along their gear
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// move only gear for those who come new into a sector
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UINT8 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
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UINT8 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
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UINT8 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
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UINT16 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
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UINT16 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
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UINT16 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
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MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
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@@ -336,7 +336,7 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
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{
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// Source team moves En-Masse to target sector.
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bNewDestGroupSize = __min( (NumNonPlayerTeamMembersInSector( sTMapX, sTMapY, MILITIA_TEAM ) + NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM )), (UINT8)gGameExternalOptions.iMaxMilitiaPerSector );
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bNewDestGroupSize = __min( (NumNonPlayerTeamMembersInSector( sTMapX, sTMapY, MILITIA_TEAM ) + NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM )), (UINT16)gGameExternalOptions.iMaxMilitiaPerSector );
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bNewSourceGroupSize = __max( 0, (NumNonPlayerTeamMembersInSector( sTMapX, sTMapY, MILITIA_TEAM ) + NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM )) - gGameExternalOptions.iMaxMilitiaPerSector );
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// If there are still going to be two teams after the transfer
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@@ -396,9 +396,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
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// Flugente: mobiles take along their gear
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// move only gear for those who come new into a sector
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UINT8 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
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UINT8 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
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UINT8 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
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UINT16 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
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UINT16 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
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UINT16 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
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MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
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@@ -432,9 +432,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
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// Flugente: update individual militia data
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ApplyTacticalLifeRatioToMilitia( );
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UINT8 greens = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
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UINT8 regulars = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
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UINT8 elites = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
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UINT16 greens = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
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UINT16 regulars = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
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UINT16 elites = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
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StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, greens );
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StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, regulars );
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@@ -549,7 +549,7 @@ UINT16 CountDirectionEnemyRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
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for( sLMY = MINIMUM_VALID_Y_COORDINATE; sLMY <= MAXIMUM_VALID_Y_COORDINATE ; ++sLMY )
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{
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// SECTORINFO *pSectorInfo = &( SectorInfo[ uiSector ] );
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UINT8 uiSumOfEnemyTroops = NumNonPlayerTeamMembersInSector( sLMX, sLMY, ENEMY_TEAM );
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UINT16 uiSumOfEnemyTroops = NumNonPlayerTeamMembersInSector( sLMX, sLMY, ENEMY_TEAM );
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//pSectorInfo->ubNumAdmins + pSectorInfo->ubNumTroops + pSectorInfo->ubNumElites;
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// there's an enemy
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@@ -605,21 +605,21 @@ UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
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return iRes;
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}
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UINT8 ubMaxSquadSize = gGameExternalOptions.iMaxMilitiaPerSector;
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UINT16 ubMaxSquadSize = gGameExternalOptions.iMaxMilitiaPerSector;
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UINT8 ubSourceGreens = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
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UINT8 ubSourceRegulars = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
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UINT8 ubSourceElites = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
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UINT8 ubTargetGreens = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
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UINT8 ubTargetRegulars = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
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UINT8 ubTargetElites = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
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UINT16 ubSourceGreens = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
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UINT16 ubSourceRegulars = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
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UINT16 ubSourceElites = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
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UINT16 ubTargetGreens = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
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UINT16 ubTargetRegulars = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
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UINT16 ubTargetElites = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
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UINT8 ubSourceMilitia = ubSourceGreens + ubSourceRegulars + ubSourceElites;
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UINT8 ubTargetMilitia = ubTargetGreens + ubTargetRegulars + ubTargetElites;
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UINT16 ubSourceMilitia = ubSourceGreens + ubSourceRegulars + ubSourceElites;
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UINT16 ubTargetMilitia = ubTargetGreens + ubTargetRegulars + ubTargetElites;
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UINT16 usSourceEnemiesInFiveSectors = NumEnemiesInFiveSectors( sMapX, sMapY );
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UINT16 usTargetEnemiesInFiveSectors = NumEnemiesInFiveSectors( sDMapX, sDMapY );
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UINT8 ubTargetEnemies = NumNonPlayerTeamMembersInSector( sDMapX, sDMapY, ENEMY_TEAM );
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UINT16 ubTargetEnemies = NumNonPlayerTeamMembersInSector( sDMapX, sDMapY, ENEMY_TEAM );
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UINT16 usSourceMilitiaInFiveSectors = CountAllMilitiaInFiveSectors( sMapX, sMapY );
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UINT16 usTargetMilitiaInFiveSectors = CountAllMilitiaInFiveSectors( sDMapX, sDMapY );
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@@ -1112,7 +1112,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
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UINT16 pMoveDir[4][3];
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UINT8 uiDirNumber = 0;
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UINT8 x;
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UINT8 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
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UINT16 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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BOOLEAN fMoreTroopsLeft[4] = {FALSE,FALSE,FALSE,FALSE};
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BOOLEAN fFirstLoop = TRUE;
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@@ -1175,7 +1175,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
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// Flugente: order sNumber reinforcements from src sector to target sector
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BOOLEAN CallMilitiaReinforcements( INT16 sTargetMapX, INT16 sTargetMapY, INT16 sSrcMapX, INT16 sSrcMapY, UINT16 sNumber )
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{
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UINT8 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
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UINT16 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sTargetMapX, sTargetMapY ) ] );
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guiDirNumber = 0;
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@@ -1236,9 +1236,9 @@ BOOLEAN CallMilitiaReinforcements( INT16 sTargetMapX, INT16 sTargetMapY, INT16 s
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{
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++sMilitiaMoved;
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UINT8 militia_green = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, GREEN_MILITIA );
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UINT8 militia_troop = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, REGULAR_MILITIA );
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UINT8 militia_elite = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, ELITE_MILITIA );
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UINT16 militia_green = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, GREEN_MILITIA );
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UINT16 militia_troop = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, REGULAR_MILITIA );
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UINT16 militia_elite = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, ELITE_MILITIA );
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gpAttackDirs[guiDirNumber][0] += militia_green - uiNumGreen;
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gpAttackDirs[guiDirNumber][1] += militia_troop - uiNumReg;
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