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Convert SOLDIERTYPE->ubPreviousAttackerID to SoldierID
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@@ -3117,8 +3117,8 @@ void HandleDialogueEnd( FACETYPE *pFace )
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case QUOTE_CLOSE_CALL:
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case QUOTE_UNDER_HEAVY_FIRE:
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case QUOTE_TAKEN_A_BREATING:
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if( pSoldier->ubPreviousAttackerID != NOBODY && !( MercPtrs[pSoldier->ubPreviousAttackerID]->bDeafenedCounter > 0 ) )
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PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_RIPOSTE, gTacticalStatus.ubLastQuoteProfileNUm );
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if( pSoldier->ubPreviousAttackerID != NOBODY && !( pSoldier->ubPreviousAttackerID->bDeafenedCounter > 0 ) )
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PossiblyStartEnemyTaunt( pSoldier->ubPreviousAttackerID, TAUNT_RIPOSTE, gTacticalStatus.ubLastQuoteProfileNUm );
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break;
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default:
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// select random enemy, who we see, who sees us and isn't deaf
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@@ -3936,7 +3936,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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}
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else if(pSoldier->ubPreviousAttackerID != NOBODY)
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{
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pKillerSoldier = MercPtrs[pSoldier->ubPreviousAttackerID];
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pKillerSoldier = pSoldier->ubPreviousAttackerID;
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}
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if(pKillerSoldier != NULL)
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{
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@@ -1187,8 +1187,8 @@ public:
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UINT32 uiAIDelay;
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INT16 sReloadDelay;
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UINT16 ubPreviousAttackerID;
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SoldierID ubAttackerID;
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SoldierID ubPreviousAttackerID;
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INT32 sInsertionGridNo;
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@@ -261,13 +261,13 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
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swprintf(pStrInfo, L"%s|Roaming |Range: %d\n", pStrInfo, RoamingRange(pSoldier, &usOrigin));
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swprintf(pStrInfo, L"%s|Team |Aware: %d\n", pStrInfo, gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition);
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swprintf(pStrInfo, L"%s|Collapsed %d |BreathCollapsed %d\n", pStrInfo, pSoldier->bCollapsed, pSoldier->bBreathCollapsed);
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if (pSoldier->ubPreviousAttackerID != NOBODY && MercPtrs[pSoldier->ubPreviousAttackerID])
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if (pSoldier->ubPreviousAttackerID < NOBODY)
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{
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swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d AttackerTarget %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID, MercPtrs[pSoldier->ubPreviousAttackerID]->sLastTarget);
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swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d AttackerTarget %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID.i, pSoldier->ubPreviousAttackerID->sLastTarget);
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}
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else
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{
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swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID);
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swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID.i);
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}
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swprintf(pStrInfo, L"%s|Visible %d |Moved %d\n", pStrInfo, pSoldier->bVisible, pSoldier->aiData.bMoved);
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