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More conversions to SoldierID
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@@ -1378,11 +1378,10 @@ void RenderOverheadOverlays()
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{
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UINT32 uiDestPitchBYTES;
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WORLDITEM *pWorldItem;
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UINT32 i;
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SOLDIERTYPE *pSoldier;
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HVOBJECT hVObject;
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INT16 sX, sY;
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UINT16 end;
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SoldierID id, end;
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UINT16 usLineColor=0;
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UINT8 *pDestBuf;
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UINT8 ubPassengers = 0;
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@@ -1416,10 +1415,10 @@ void RenderOverheadOverlays()
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|| RebelCommand::ShowApproximateEnemyLocations())
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marklastenemy = TRUE;
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for( i = 0; i < end; ++i )
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for( id = 0; id < end; ++id )
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{
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//First, check to see if the soldier exists and is in the sector.
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pSoldier = MercPtrs[ i ];
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pSoldier = id;
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if( !pSoldier->bActive || !pSoldier->bInSector )
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continue;
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//Soldier is here. Calculate his screen position based on his current gridno.
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@@ -1695,7 +1694,7 @@ void RenderOverheadOverlays()
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FLOAT radius_inner = radius - thickness / 2;
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FLOAT radius_outer = radius + thickness / 2;
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for( i = 0 ; i < guiNumWorldItems; ++i )
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for( UINT32 i = 0 ; i < guiNumWorldItems; ++i )
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{
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pWorldItem = &gWorldItems[ i ];
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if( !pWorldItem || !pWorldItem->fExists )
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