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Import changes from the local SVN working copy
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+7
-7
@@ -105,7 +105,7 @@ BOOLEAN DoesSoldierRefuseToEat( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
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if ( UsingFoodSystem() )
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{
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// static variables to remember the last food someone was forced to eat
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static UINT8 lasteater = 0;
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static UINT16 lasteater = 0;
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static UINT16 lastitem = 0;
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UINT32 foodtype = Item[pObj->usItem].foodtype;
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@@ -765,8 +765,8 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
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void HourlyFoodUpdate( void )
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{
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INT8 bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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UINT16 bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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@@ -831,8 +831,8 @@ void SectorFillCanteens( void )
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addtemperature = FOOD_WATER_POISONOUS_TEMPERATURE;
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// first step: fill all canteens in inventories
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INT8 bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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UINT16 bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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@@ -905,8 +905,8 @@ void SectorFillCanteens( void )
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INT32 drumsize = Food[Item[pWaterDrum->usItem].foodtype].bDrinkPoints;
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// first step: fill all canteens in inventories
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INT8 bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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UINT16 bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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