src/game/Strategic/Strategic_Movement.cc
void ResetMovementForEnemyGroupsInLocation( UINT8 ubSectorX, UINT8 ubSectorY )
{
	INT16 sSectorX, sSectorY, sSectorZ;

	GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
	FOR_EACH_GROUP_SAFE(pGroup)
	{
		if( !pGroup->fPlayer )
		{
			if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
			{
				ResetMovementForEnemyGroup( pGroup );
			}
		}
	}
}
//The sector supplied resets ALL enemy groups in the sector specified.  See comments in
//ResetMovementForEnemyGroup() for more details on what the resetting does.
The sector supplied resets ALL enemy groups in the sector specified.  See comments in
ResetMovementForEnemyGroup() for more details on what the resetting does.
The sector supplied resets ALL enemy groups in the sector specified . See comments in ResetMovementForEnemyGroup () for more details on what the resetting does .
void ResetMovementForEnemyGroupsInLocation( UINT8 ubSectorX, UINT8 ubSectorY )
{
	INT16 sSectorX, sSectorY, sSectorZ;
	GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
	FOR_EACH_GROUP_SAFE(pGroup)
	{
		if( !pGroup->fPlayer )
		{
			if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
			{
				ResetMovementForEnemyGroup( pGroup );
			}
		}
	}
}
void ResetMovementForEnemyGroupsInLocation ( UINT8 ubSectorX , UINT8 ubSectorY ) { INT16 sSectorX , sSectorY , sSectorZ ; GetCurrentBattleSectorXYZ ( & sSectorX , & sSectorY , & sSectorZ ) ; FOR_EACH_GROUP_SAFE ( pGroup ) { if ( ! pGroup -> fPlayer ) { if ( pGroup -> ubSectorX == sSectorX && pGroup -> ubSectorY == sSectorY ) { ResetMovementForEnemyGroup ( pGroup ) ; } } } }
The sector supplied resets ALL enemy groups in the sector specified.
The sector supplied resets ALL enemy groups in the sector specified .