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Import changes from the local SVN working copy
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@@ -286,7 +286,7 @@ void EndCurrentContractRenewal( )
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}
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}
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void HandleMercIsWillingToRenew( UINT8 ubID )
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void HandleMercIsWillingToRenew( UINT16 ubID )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
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@@ -306,7 +306,7 @@ void HandleMercIsWillingToRenew( UINT8 ubID )
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}
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void HandleMercIsNotWillingToRenew( UINT8 ubID )
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void HandleMercIsNotWillingToRenew( UINT16 ubID )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
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@@ -746,9 +746,9 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
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void HandleBuddiesReactionToFiringMerc(SOLDIERTYPE *pFiredSoldier, INT8 bMoraleEvent )
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{
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INT8 bMercID;
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INT8 bLastTeamID;
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SOLDIERTYPE * pSoldier;
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UINT16 bMercID;
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UINT16 bLastTeamID;
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SOLDIERTYPE * pSoldier;
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bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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@@ -1456,9 +1456,9 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
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SOLDIERTYPE *pSoldier = NULL, *pSoldierWhoWillQuit = NULL;
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INT32 iCounter= 0, iNumberOnTeam = 0;
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// WDS - make number of mercenaries, etc. be configurable
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UINT8 ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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UINT16 ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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gfFirstMercSayQuote = FALSE;
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@@ -1538,7 +1538,7 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
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// OK, pick one....
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
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HandleImportantMercQuote( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], QUOTE_CONTRACTS_OVER );
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