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More UINT8 -> UINT16 changes
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@@ -2109,12 +2109,12 @@ void AddSoldierInitListCreatures( BOOLEAN fQueen, UINT16 ubNumLarvae, UINT16 ubN
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}
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}
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void AddSoldierInitListOtherCreatures( UINT8 usNum )
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void AddSoldierInitListOtherCreatures( UINT16 usNum )
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{
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SOLDIERINITNODE *curr;
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UINT8 ubFreeSlots;
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UINT16 ubFreeSlots;
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BOOLEAN fDoPlacement;
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UINT8 ubNumCreatures = usNum;
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UINT16 ubNumCreatures = usNum;
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "AddSoldierInitListBloodcats" ) );
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@@ -2465,7 +2465,7 @@ void AddSoldierInitListBloodcats()
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else
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{ //We don't yet know the number of bloodcat placements in this sector so
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//count them now, and permanently record it.
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INT8 bBloodCatPlacements = 0;
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INT16 bBloodCatPlacements = 0;
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curr = gSoldierInitHead;
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while( curr )
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{
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@@ -2513,11 +2513,11 @@ void AddSoldierInitListBloodcats()
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}
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if( pSector->bBloodCats > 0 )
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{ //Add them to the world now...
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UINT8 ubNumAdded = 0;
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UINT8 ubMaxNum = (UINT8)pSector->bBloodCats;
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UINT16 ubNumAdded = 0;
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UINT16 ubMaxNum = (UINT16)pSector->bBloodCats;
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SOLDIERINITNODE *mark;
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UINT8 ubSlotsToFill;
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UINT8 ubSlotsAvailable;
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UINT16 ubSlotsToFill;
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UINT16 ubSlotsAvailable;
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SOLDIERINITNODE *curr;
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//Sort the list in the following manner:
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@@ -2983,12 +2983,12 @@ void StripEnemyDetailedPlacementsIfSectorWasPlayerLiberated()
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//#define CENTRAL_GRIDNO 13202
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//#define CENTRAL_RADIUS 30
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void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNumGreen, UINT8 ubNumReg, UINT8 ubNumElites )
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void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT16 ubNumGreen, UINT16 ubNumReg, UINT16 ubNumElites )
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{
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SOLDIERTYPE *pSoldier;
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MAPEDGEPOINTINFO MapEdgepointInfo;
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT16 ubCurrSlot;
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UINT16 ubTotalSoldiers;
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UINT8 bDesiredDirection=0;
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ubTotalSoldiers = ubNumGreen + ubNumReg + ubNumElites;
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@@ -3073,7 +3073,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumReg && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumReg) )
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else if( ubNumReg && (UINT16)Random( ubTotalSoldiers ) < (ubNumElites + ubNumReg) )
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{
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ubNumReg--;
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ubTotalSoldiers--;
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@@ -3113,7 +3113,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumGreen && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumReg + ubNumGreen) )
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else if( ubNumGreen && (UINT16)Random( ubTotalSoldiers ) < (UINT16)(ubNumElites + ubNumReg + ubNumGreen) )
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{
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ubNumGreen--;
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ubTotalSoldiers--;
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@@ -3219,7 +3219,7 @@ void SectorAddAssassins( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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return;
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// now count militia, and which type (green, regular, elite) is most numerous - that will be the best type to blend in
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UINT8 militiacnt = MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA );
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UINT16 militiacnt = MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA );
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UINT8 militiadisguise = GREEN_MILITIA;
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if ( MilitiaInSectorOfRank( sMapX, sMapY, REGULAR_MILITIA ) > militiacnt )
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{
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@@ -3290,7 +3290,7 @@ void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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}
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// we can't spawn if all civilian slots are already taken (we leave a bit of reserve for more important civs)
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UINT8 maxcivs = max(0, gGameExternalOptions.ubGameMaximumNumberOfCivilians - 3);
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UINT16 maxcivs = max(0, gGameExternalOptions.ubGameMaximumNumberOfCivilians - 3);
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for (UINT16 i = numberofpows; i < numprisoners; ++i)
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{
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