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Use SoldierID
This commit is contained in:
+41
-32
@@ -184,8 +184,8 @@ BOOLEAN fUsingEdgePointsForStrategicEntry = FALSE;
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BOOLEAN gfInvalidTraversal = FALSE;
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BOOLEAN gfLoneEPCAttemptingTraversal = FALSE;
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BOOLEAN gfRobotWithoutControllerAttemptingTraversal = FALSE;
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BOOLEAN gubLoneMercAttemptingToAbandonEPCs = 0;
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INT8 gbPotentiallyAbandonedEPCSlotID = -1;
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BOOLEAN gubLoneMercAttemptingToAbandonEPCs = 0;
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SoldierID gbPotentiallyAbandonedEPCSlotID = NOBODY;
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INT8 gbGreenToElitePromotions = 0;
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INT8 gbGreenToRegPromotions = 0;
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@@ -2140,10 +2140,12 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// GridNo = NOWHERE, which causes this assertion to fail
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//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
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// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
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if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && !SPY_LOCATION(MercPtrs[i]->bAssignment) && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if (!(pSoldier->flags.uiStatusFlags & SOLDIER_DEAD) && pSoldier->bAssignment != VEHICLE && !SPY_LOCATION(pSoldier->bAssignment) && pSoldier->bAssignment != ASSIGNMENT_POW)
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{
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
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Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
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//Assert( !pSoldier->bActive || !pSoldier->bInSector || pSoldier->sGridNo != NOWHERE || pSoldier->bVehicleID == iHelicopterVehicleId );
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Assert( !pSoldier->bActive || !pSoldier->bInSector || !TileIsOutOfBounds( pSoldier->sGridNo ) || pSoldier->bVehicleID == iHelicopterVehicleId );
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}
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}
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@@ -2190,10 +2192,11 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// GridNo = NOWHERE, which causes this assertion to fail
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//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
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// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
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if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if (!(pSoldier->flags.uiStatusFlags & SOLDIER_DEAD) && pSoldier->bAssignment != VEHICLE && pSoldier->bAssignment != ASSIGNMENT_POW)
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{
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
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Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
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//Assert( !pSoldier->bActive || !pSoldier->bInSector || pSoldier->sGridNo != NOWHERE || pSoldier->bVehicleID == iHelicopterVehicleId );
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Assert( !pSoldier->bActive || !pSoldier->bInSector || !TileIsOutOfBounds( pSoldier->sGridNo ) || pSoldier->bVehicleID == iHelicopterVehicleId );
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}
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}
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@@ -2967,9 +2970,10 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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{
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for ( i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; i++ )
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{
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if ( MercPtrs[i]->bActive && MercPtrs[i]->bInSector )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if ( pSoldier->bActive && pSoldier->bInSector )
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{
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SetupProfileInsertionDataForSoldier( MercPtrs[i] );
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SetupProfileInsertionDataForSoldier( pSoldier );
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}
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}
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}
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@@ -4869,7 +4873,7 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
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gfInvalidTraversal = FALSE;
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gfLoneEPCAttemptingTraversal = FALSE;
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gubLoneMercAttemptingToAbandonEPCs = 0;
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gbPotentiallyAbandonedEPCSlotID = -1;
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gbPotentiallyAbandonedEPCSlotID = NOBODY;
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// Look through all mercs and check if they are within range of east end....
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cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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@@ -4894,7 +4898,7 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
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{
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ubNumEPCs++;
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//Also record the EPC's slot ID incase we later build a string using the EPC's name.
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gbPotentiallyAbandonedEPCSlotID = (INT8)cnt;
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gbPotentiallyAbandonedEPCSlotID = cnt;
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if ( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
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{
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gfRobotWithoutControllerAttemptingTraversal = TRUE;
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@@ -6491,9 +6495,10 @@ BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode )
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//@@@Evaluate
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for ( i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; i++ )
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{
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if ( MercPtrs[i]->bActive && MercPtrs[i]->bInSector )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if ( pSoldier->bActive && pSoldier->bInSector )
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{
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SetupProfileInsertionDataForSoldier( MercPtrs[i] );
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SetupProfileInsertionDataForSoldier( pSoldier );
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}
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}
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@@ -6511,19 +6516,21 @@ BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSect
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//co-exist in the sector, then make them fight for control of the sector via autoresolve.
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for ( int i = gTacticalStatus.Team[ENEMY_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; i++ )
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{
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if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife )
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SOLDIERTYPE *pEnemy = MercPtrs[i];
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if ( pEnemy->bActive && pEnemy->stats.bLife )
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{
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if ( MercPtrs[i]->sSectorX == pSectorX &&
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MercPtrs[i]->sSectorY == pSectorY &&
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MercPtrs[i]->bSectorZ == pSectorZ )
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if ( pEnemy->sSectorX == pSectorX &&
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pEnemy->sSectorY == pSectorY &&
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pEnemy->bSectorZ == pSectorZ )
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{ //We have enemies, now look for militia!
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for ( i = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; i <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; i++ )
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{
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if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && MercPtrs[i]->bSide == OUR_TEAM )
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SOLDIERTYPE *pMilitia = MercPtrs[i];
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if ( pMilitia->bActive && pMilitia->stats.bLife && pMilitia->bSide == OUR_TEAM )
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{
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if ( MercPtrs[i]->sSectorX == pSectorX &&
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MercPtrs[i]->sSectorY == pSectorY &&
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MercPtrs[i]->bSectorZ == pSectorZ )
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if ( pMilitia->sSectorX == pSectorX &&
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pMilitia->sSectorY == pSectorY &&
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pMilitia->bSectorZ == pSectorZ )
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{ //We have militia and enemies and no mercs! Let's finish this battle in autoresolve.
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gfEnteringMapScreen = TRUE;
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gfEnteringMapScreenToEnterPreBattleInterface = TRUE;
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@@ -6587,14 +6594,15 @@ BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
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{
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for ( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
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{ //If we have a live and valid soldier
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if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !MercPtrs[i]->flags.fBetweenSectors && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[i] ) && !AM_AN_EPC( MercPtrs[i] ) )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if ( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) && !AM_AN_EPC( pSoldier ) )
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{
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if ( MercPtrs[i]->sSectorX == gWorldSectorX &&
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MercPtrs[i]->sSectorY == gWorldSectorY &&
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MercPtrs[i]->bSectorZ == gbWorldSectorZ )
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if ( pSoldier->sSectorX == gWorldSectorX &&
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pSoldier->sSectorY == gWorldSectorY &&
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pSoldier->bSectorZ == gbWorldSectorZ )
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{
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MercPtrs[i]->RemoveSoldierFromGridNo( );
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InitSoldierOppList( MercPtrs[i] );
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pSoldier->RemoveSoldierFromGridNo( );
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InitSoldierOppList( pSoldier );
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}
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}
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}
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@@ -6604,11 +6612,12 @@ BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
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{ //Check and see if we have any live mercs in the sector.
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for ( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
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{ //If we have a live and valid soldier
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if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !MercPtrs[i]->flags.fBetweenSectors && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[i] ) && !AM_AN_EPC( MercPtrs[i] ) )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if ( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) && !AM_AN_EPC( pSoldier ) )
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{
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if ( MercPtrs[i]->sSectorX == gWorldSectorX &&
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MercPtrs[i]->sSectorY == gWorldSectorY &&
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MercPtrs[i]->bSectorZ == gbWorldSectorZ )
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if ( pSoldier->sSectorX == gWorldSectorX &&
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pSoldier->sSectorY == gWorldSectorY &&
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pSoldier->bSectorZ == gbWorldSectorZ )
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{
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return FALSE;
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}
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