Searched refs:fLiberatedAlready (Results 1 – 2 of 2) sorted by relevance
148 gTownLoyalty[ ubTown ].fLiberatedAlready = FALSE; in InitTownLoyalty()707 INJ_BOOL(d, i->fLiberatedAlready) in SaveStrategicTownLoyaltyToSaveGameFile()730 EXTR_BOOL(d, i->fLiberatedAlready) in LoadStrategicTownLoyaltyFromSavedGameFile()1045 if ( !gTownLoyalty[ bTownId ].fLiberatedAlready && IsTownUnderCompleteControlByPlayer ( bTownId ) ) in CheckIfEntireTownHasBeenLiberated()1069 gTownLoyalty[ bTownId ].fLiberatedAlready = TRUE; in CheckIfEntireTownHasBeenLiberated()1080 if ( gTownLoyalty[ bTownId ].fLiberatedAlready ) in CheckIfEntireTownHasBeenLost()
72 BOOLEAN fLiberatedAlready; member