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Use SoldierID
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@@ -5458,13 +5458,14 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
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{
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for( UINT16 i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT && MercPtrs[i]->bAssignment != ASSIGNMENT_REBELCOMMAND && MercPtrs[ i ]->stats.bLife >= OKLIFE )
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if ( pSoldier->sSectorX == pGroup->ubSectorX && pSoldier->sSectorY == pGroup->ubSectorY && pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && pSoldier->stats.bLife >= OKLIFE )
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{
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if( HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
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if( HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->ubProfile != NO_PROFILE )
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{
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gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
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gMercProfiles[ pSoldier->ubProfile ].records.usAmbushesExperienced++;
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}
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}
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}
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@@ -5943,13 +5944,14 @@ BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY )
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// sevenfm: scout should not be sleeping, in vehicle or on assignment
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bActive &&
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MercPtrs[ i ]->stats.bLife >= OKLIFE &&
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MercPtrs[ i ]->sSectorX == ubSectorNumX &&
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MercPtrs[ i ]->sSectorY == ubSectorNumY &&
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MercPtrs[ i ]->bAssignment < ON_DUTY &&
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!MercPtrs[ i ]->flags.fMercAsleep &&
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HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if( pSoldier->bActive &&
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pSoldier->stats.bLife >= OKLIFE &&
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pSoldier->sSectorX == ubSectorNumX &&
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pSoldier->sSectorY == ubSectorNumY &&
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pSoldier->bAssignment < ON_DUTY &&
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!pSoldier->flags.fMercAsleep &&
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HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) )
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{
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fScoutPresent = TRUE;
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}
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@@ -5982,11 +5984,12 @@ BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN a
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for ( int i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
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{
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if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife >= OKLIFE && SPY_LOCATION( MercPtrs[i]->bAssignment ) )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && SPY_LOCATION( pSoldier->bAssignment ) )
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{
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if ( MercPtrs[i]->sSectorX == ubSectorNumX && MercPtrs[i]->sSectorY == ubSectorNumY && MercPtrs[i]->bSectorZ == 10 )
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if ( pSoldier->sSectorX == ubSectorNumX && pSoldier->sSectorY == ubSectorNumY && pSoldier->bSectorZ == 10 )
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{
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if ( !aScoutsOnly || HAS_SKILL_TRAIT( MercPtrs[i], SCOUTING_NT ) )
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if ( !aScoutsOnly || HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) )
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{
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return TRUE;
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}
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