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Fix MISSION_AMBUSH to actually work. #1008

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Jun 20, 2024
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12 changes: 6 additions & 6 deletions redalert/techno.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -162,7 +162,7 @@ const char* NewName[] = {
"Fire Ant",
"Feuer-Ameise",
"Queen Ant",
"Ameisenk”nigin",
"Ameisenk�nigin",
"ATS",
"Angriffs-U-Boot",
"Tesla Tank",
Expand All @@ -188,7 +188,7 @@ const char* NewName[] = {
"Scout Ant",
"Fourmi de Reconnaissance",
"Warrior Ant",
"Fourmi GuerriŠre",
"Fourmi Guerri�re",
"Fire Ant",
"Fourmi Lance-Flammes",
"Queen Ant",
Expand All @@ -204,11 +204,11 @@ const char* NewName[] = {
"Stavros",
"Stavros",
"F-A Longbow",
"HAA (H‚licoptŠre d'Assaut Avanc‚)",
"HAA (H�licopt�re d'Assaut Avanc�)",
"Civilian Specialist",
"Sp‚cialiste Civil",
"Sp�cialiste Civil",
"Alloy Facility",
"Usine M‚tallurgique",
"Usine M�tallurgique",
NULL,
};

Expand Down Expand Up @@ -775,7 +775,7 @@ bool TechnoClass::Revealed(HouseClass* house)
** An enemy object that is discovered will go into hunt mode if
** its current mission is to ambush.
*/
if (!house->IsHuman && Mission == MISSION_AMBUSH) {
if (!House->IsHuman && Mission == MISSION_AMBUSH) {
Assign_Mission(MISSION_HUNT);
}

Expand Down
2 changes: 1 addition & 1 deletion tiberiandawn/techno.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -549,7 +549,7 @@ bool TechnoClass::Revealed(HouseClass* house)
** An enemy object that is discovered will go into hunt mode if
** its current mission is to ambush.
*/
if (!house->IsHuman && Mission == MISSION_AMBUSH) {
if (!House->IsHuman && Mission == MISSION_AMBUSH) {
Assign_Mission(MISSION_HUNT);
}

Expand Down
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