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Use SoldierID
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@@ -3151,7 +3151,7 @@ void UpdatePublic(UINT8 ubTeam, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo,
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// if soldier isn't aware of guynum, give him another chance to see
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if (pSoldier->aiData.bOppList[ubID] == NOT_HEARD_OR_SEEN)
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{
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if (ManLooksForMan(pSoldier,MercPtrs[ubID],UPDATEPUBLIC))
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if ( ManLooksForMan( pSoldier, ubID, UPDATEPUBLIC ) )
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// then he actually saw guynum because of our new public knowledge
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ubMadeDifference = TRUE;
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@@ -7624,16 +7624,17 @@ INT8 GetHighestWatchedLocPoints( UINT16 ubID )
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}
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void CommunicateWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
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void CommunicateWatchedLoc( SoldierID ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
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{
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UINT16 ubLoop;
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INT8 bTeam, bLoopPoint, bPoint;
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bTeam = MercPtrs[ ubID ]->bTeam;
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bTeam = ubID->bTeam;
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for ( ubLoop = gTacticalStatus.Team[ bTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ bTeam ].bLastID; ubLoop++ )
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{
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if ( ubLoop == ubID || MercPtrs[ ubLoop ]->bActive == FALSE || MercPtrs[ ubLoop ]->bInSector == FALSE || MercPtrs[ ubLoop ]->stats.bLife < OKLIFE )
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SOLDIERTYPE *pSoldier = MercPtrs[ubLoop];
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if ( ubLoop == ubID || pSoldier->bActive == FALSE || pSoldier->bInSector == FALSE || pSoldier->stats.bLife < OKLIFE )
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{
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continue;
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}
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