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Import changes from the local SVN working copy
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@@ -1225,7 +1225,7 @@ BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier )
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}
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// now the other merc's stuff
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -1289,7 +1289,6 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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{
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INT8 bPocket;
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UINT8 ubItemsInPocket, ubObjectInPocketCounter;
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INT8 bLoop;
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OBJECTTYPE * pObj;
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UINT8 ubPassType;
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@@ -1340,7 +1339,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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if ( bHighestPass != - 1 )
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{
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// now look for items to repair on other mercs
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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for( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
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@@ -2052,7 +2051,7 @@ INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier, UINT8 ubMilit
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AssertNotNIL(pSoldier);
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for ( UINT8 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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for ( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
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if ( pSoldier != pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->stats.bLife >= OKLIFE && pOtherSoldier->sSectorX == pSoldier->sSectorX && pOtherSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
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@@ -5477,7 +5476,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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// first our own stuff
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CollectCleanableItems(pSoldier, pSoldier, itemsToClean);
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// then other mercs' stuff
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -5522,7 +5521,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
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CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -9501,7 +9500,7 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
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if ( gGameOptions.fNewTraitSystem )
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{
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SOLDIERTYPE * pMedic = NULL;
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UINT8 cnt;
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UINT16 cnt;
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UINT16 bRegenerationBonus = 0;
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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@@ -13814,7 +13813,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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SOLDIERTYPE * pMedic = NULL;
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SOLDIERTYPE * pBestMedic = NULL;
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UINT8 cnt;
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UINT16 cnt;
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INT8 bSlot;
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// Find the best doctor
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@@ -14096,7 +14095,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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SOLDIERTYPE * pMedic = NULL;
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SOLDIERTYPE * pBestMedic = NULL;
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UINT8 cnt;
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UINT16 cnt;
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INT8 bSlot;
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// Find the best doctor
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@@ -19505,7 +19504,7 @@ void ResumeOldAssignment( SOLDIERTYPE *pSoldier )
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void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
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{
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UINT8 ubPassType;
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INT8 bLoop;
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UINT16 bLoop;
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SOLDIERTYPE * pOtherSoldier;
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SOLDIERTYPE * pBestOtherSoldier;
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INT8 bPriority, bBestPriority = -1;
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