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Import changes from the local SVN working copy
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+25
-25
@@ -1023,7 +1023,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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if ( Item[usHandItem].toolkit )
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{
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UINT8 ubMercID;
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UINT16 ubMercID;
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BOOLEAN fVehicle = FALSE;
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INT32 sVehicleGridNo=-1;
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@@ -1096,7 +1096,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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if ( Item[usHandItem].gascan )
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{
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UINT8 ubMercID;
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UINT16 ubMercID;
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INT32 sVehicleGridNo=-1;
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// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
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@@ -1390,7 +1390,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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}
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}
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UINT8 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
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UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
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// Flugente: apply misc items to other soldiers
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// sevenfm: check that target soldier is visible
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@@ -2133,7 +2133,7 @@ void SoldierHandleDropItem( SOLDIERTYPE *pSoldier )
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}
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}
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AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
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AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
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NotifySoldiersToLookforItems( );
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OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
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@@ -2376,7 +2376,7 @@ void HandleAutoPlaceFail( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo
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else
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{
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// Add back to world...
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AddItemToPool( sGridNo, &(gWorldItems[ iItemIndex ].object ), 1 , pSoldier->pathing.bLevel, 0, -1 );
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AddItemToPool( sGridNo, &(gWorldItems[ iItemIndex ].object ), 1, pSoldier->pathing.bLevel, 0, -1 );
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// If we are a merc, say DAMN quote....
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if ( pSoldier->bTeam == gbPlayerNum )
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@@ -2944,17 +2944,17 @@ void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, L
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}
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// INVENTORY POOL STUFF
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OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID )
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OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID)
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{
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return InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, NULL );
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}
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OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
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OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
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{
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return( InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, piItemIndex ) );
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}
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
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{
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ITEM_POOL *pItemPool;
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ITEM_POOL *pItemPoolTemp;
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@@ -4816,7 +4816,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
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INT32 sGridNo;
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UINT8 ubDirection;
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UINT8 ubTargetMercID;
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UINT16 ubTargetMercID;
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// DO SOME CHECKS IF WE CAN DO ANIMATION.....
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@@ -4825,7 +4825,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
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sGridNo = pSoldier->aiData.sPendingActionData2;
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ubDirection = pSoldier->aiData.bPendingActionData3;
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ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4;
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ubTargetMercID = (UINT16)pSoldier->aiData.uiPendingActionData4;
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usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
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@@ -4851,7 +4851,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
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{
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if ( pSoldier->pTempObject != NULL )
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{
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AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
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AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
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// Place it on the ground!
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_PLACED_ON_GROUND_STR ], ShortItemNames[ pSoldier->pTempObject->usItem ] );
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@@ -4881,7 +4881,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
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INT32 sGridNo;
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UINT8 ubDirection;
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UINT8 ubTargetMercID;
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UINT16 ubTargetMercID;
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UINT16 usItemNum;
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BOOLEAN fToTargetPlayer = FALSE;
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@@ -4910,7 +4910,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
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sGridNo = pSoldier->aiData.sPendingActionData2;
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ubDirection = pSoldier->aiData.bPendingActionData3;
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ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4;
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ubTargetMercID = (UINT16)pSoldier->aiData.uiPendingActionData4;
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// ATE: Deduct APs!
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DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0 ); // SANDRO
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@@ -5004,7 +5004,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
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}
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AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
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AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
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// We could not place it!
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// Drop it on the ground?
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@@ -5081,7 +5081,7 @@ INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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BOOLEAN fStructFound = FALSE;
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UINT8 ubDirection;
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INT32 sAdjustedGridNo;
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UINT8 ubTargetID;
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UINT16 ubTargetID;
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sActionGridNo = sGridNo;
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@@ -6169,7 +6169,7 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
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{
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// OJW - 20091029 - disarm explosives
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if (is_networked && is_client)
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send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
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send_disarm_explosive( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gpBoobyTrapSoldier->ubID );
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// remove it from the ground
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RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
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}
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@@ -6191,7 +6191,7 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
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// OJW - 20091029 - disarm explosives
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if (is_networked && is_client)
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send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
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send_disarm_explosive( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gpBoobyTrapSoldier->ubID );
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RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
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}
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@@ -6208,7 +6208,7 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
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}
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// OJW - 20091029 - disarm explosives
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if (is_networked && is_client)
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send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
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send_disarm_explosive( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gpBoobyTrapSoldier->ubID );
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// remove it from the ground
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RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
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@@ -6363,7 +6363,7 @@ void SwitchMessageBoxCallBack( UINT8 ubExitValue )
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// Message that switch is activated...
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 60 ] );
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SetOffBombsByFrequency( gpTempSoldier->ubID, bTempFrequency );
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SetOffBombsByFrequency( gpTempSoldier->ubID, bTempFrequency );
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}
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}
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@@ -6733,11 +6733,11 @@ void TestPotentialOwner( SOLDIERTYPE * pSoldier )
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void CheckForPickedOwnership( void )
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{
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ITEM_POOL * pItemPool;
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UINT8 ubProfile;
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UINT8 ubCivGroup;
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SOLDIERTYPE * pSoldier;
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UINT8 ubLoop;
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ITEM_POOL * pItemPool;
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UINT8 ubProfile;
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UINT8 ubCivGroup;
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SOLDIERTYPE * pSoldier;
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UINT16 ubLoop;
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// LOOP THROUGH LIST TO FIND NODE WE WANT
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GetItemPool( gsTempGridNo, &pItemPool, gpTempSoldier->pathing.bLevel );
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@@ -9403,7 +9403,7 @@ void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier )
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// handle the default result of an interactive action
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// This is called either if no lua action id is set, or by lua if this should happen as a supplement to whatever lua does
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void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT8 ubID, BOOLEAN aSuccess )
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void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT16 ubID, BOOLEAN aSuccess )
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{
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SOLDIERTYPE* pSoldier = NULL;
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if ( ubID != NOBODY )
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