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Update Soldier Create.cpp
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+38
-38
@@ -2085,57 +2085,57 @@ void InitSoldierStruct( SOLDIERTYPE *pSoldier )
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pSoldier->initialize();
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// Set default values
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pSoldier->bVisible = -1;
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pSoldier->iFaceIndex = -1;
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pSoldier->bVisible = -1;
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pSoldier->iFaceIndex = -1;
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// Set morale default
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//pSoldier->aiData.bMorale = DEFAULT_MORALE;
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pSoldier->aiData.bMorale = gMoraleSettings.ubDefaultMorale;
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//pSoldier->aiData.bMorale = DEFAULT_MORALE;
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pSoldier->aiData.bMorale = gMoraleSettings.ubDefaultMorale;
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pSoldier->ubAttackerID = NOBODY;
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pSoldier->ubPreviousAttackerID = NOBODY;
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pSoldier->ubNextToPreviousAttackerID = NOBODY;
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pSoldier->ubAttackerID = NOBODY;
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pSoldier->ubPreviousAttackerID = NOBODY;
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pSoldier->ubNextToPreviousAttackerID = NOBODY;
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//Set AI Delay!
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pSoldier->uiAIDelay = 100;
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pSoldier->uiAIDelay = 100;
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pSoldier->iLight = -1;
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pSoldier->iFaceIndex = -1;
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pSoldier->iLight = -1;
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pSoldier->iFaceIndex = -1;
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// Set update time to new speed
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pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
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pSoldier->bViewRange = NORMAL_VIEW_RANGE;
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pSoldier->bInSector = FALSE;
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pSoldier->sGridNo = NOWHERE;
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pSoldier->iMuzFlash = -1;
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pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
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pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
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pSoldier->bViewRange = NORMAL_VIEW_RANGE;
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pSoldier->bInSector = FALSE;
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pSoldier->sGridNo = NOWHERE;
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pSoldier->iMuzFlash = -1;
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pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
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pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
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pSoldier->ubPendingStanceChange = NO_PENDING_STANCE;
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pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
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pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
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pSoldier->ubPendingStanceChange = NO_PENDING_STANCE;
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pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
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pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
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pSoldier->bLastRenderVisibleValue = -1;
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pSoldier->bBreath = 99;
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pSoldier->bBreathMax = 100;
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pSoldier->bActive = TRUE;
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pSoldier->flags.fShowLocator = FALSE;
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pSoldier->sLastTarget = NOWHERE;
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pSoldier->bBreath = 99;
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pSoldier->bBreathMax = 100;
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pSoldier->bActive = TRUE;
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pSoldier->flags.fShowLocator = FALSE;
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pSoldier->sLastTarget = NOWHERE;
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pSoldier->sAbsoluteFinalDestination = NOWHERE;
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pSoldier->sZLevelOverride = -1;
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pSoldier->ubServicePartner = NOBODY;
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pSoldier->ubAttackingHand = HANDPOS;
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pSoldier->usAnimState = STANDING;
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pSoldier->aiData.bInterruptDuelPts = NO_INTERRUPT;
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pSoldier->aiData.bMoved = FALSE;
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pSoldier->sZLevelOverride = -1;
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pSoldier->ubServicePartner = NOBODY;
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pSoldier->ubAttackingHand = HANDPOS;
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pSoldier->usAnimState = STANDING;
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pSoldier->aiData.bInterruptDuelPts = NO_INTERRUPT;
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pSoldier->aiData.bMoved = FALSE;
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pSoldier->ubRobotRemoteHolderID = NOBODY;
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pSoldier->aiData.sNoiseGridno = NOWHERE;
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pSoldier->ubPrevSectorID = 255;
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pSoldier->aiData.bNextPatrolPnt = 1;
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pSoldier->bCurrentCivQuote = -1;
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pSoldier->aiData.sNoiseGridno = NOWHERE;
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pSoldier->ubPrevSectorID = 255;
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pSoldier->aiData.bNextPatrolPnt = 1;
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pSoldier->bCurrentCivQuote = -1;
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pSoldier->bCurrentCivQuoteDelta = 0;
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pSoldier->uiBattleSoundID = NO_SAMPLE;
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pSoldier->aiData.ubXRayedBy = NOBODY;
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pSoldier->uiXRayActivatedTime = 0;
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pSoldier->bBulletsLeft = 0;
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pSoldier->uiBattleSoundID = NO_SAMPLE;
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pSoldier->aiData.ubXRayedBy = NOBODY;
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pSoldier->uiXRayActivatedTime = 0;
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pSoldier->bBulletsLeft = 0;
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pSoldier->bVehicleUnderRepairID = -1;
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pSoldier->sFacilityTypeOperated = -1; // HEADROCK HAM 3.6: Facility Operated
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pSoldier->usChatPartnerID = NOBODY;
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