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Import changes from the local SVN working copy
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+30
-29
@@ -576,15 +576,15 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
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// This causes an issue if someone enters a sector from an adjacent sector - they should be affected by their point of origin, not the current sector
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// For this reason, we add a little helper variable that stores such a sector.
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INT16 gsStrategicDiseaseOriginSector = -1;
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
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#pragma optimize("", off)
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID )
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{
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SOLDIERTYPE Soldier;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier;
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BOOLEAN fGuyAvail = FALSE;
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UINT8 bLastTeamID;
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UINT8 ubVehicleID = 0;
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SOLDIERTYPE Soldier;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier;
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BOOLEAN fGuyAvail = FALSE;
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UINT16 bLastTeamID;
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UINT8 ubVehicleID = 0;
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*pubID = NOBODY;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("TacticalCreateSoldier"));
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@@ -800,7 +800,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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}
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// OK, set ID
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Soldier.ubID = (UINT8)cnt;
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Soldier.ubID = (UINT16)cnt;
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*pubID = Soldier.ubID;
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}
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@@ -1273,6 +1273,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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return pSoldier;
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}
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}
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#pragma optimize("", on)
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BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
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{
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@@ -1843,9 +1844,9 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
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{
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if ( HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT) )
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{
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UINT8 numenemies = NumEnemyInSector();
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UINT16 numenemies = NumEnemyInSector();
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UINT8 officertype = OFFICER_NONE;
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UINT8 numofficers = HighestEnemyOfficersInSector( officertype );
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UINT16 numofficers = HighestEnemyOfficersInSector( officertype );
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// this guy becomes an officer if there are enough soldiers around, and we aren't already at max of officers
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if ( numenemies > gGameExternalOptions.usEnemyOfficersPerTeamSize * numofficers && numofficers < gGameExternalOptions.usEnemyOfficersMax && !RebelCommand::NeutraliseRole(pSoldier) )
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@@ -3083,7 +3084,7 @@ SOLDIERTYPE* TacticalCreateAdministrator()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3116,7 +3117,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3150,7 +3151,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3192,7 +3193,7 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3232,7 +3233,7 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3273,7 +3274,7 @@ SOLDIERTYPE* TacticalCreateEnemyRobot()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3314,7 +3315,7 @@ SOLDIERTYPE* TacticalCreateZombie()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3388,7 +3389,7 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if (gpBattleGroup &&
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@@ -3429,7 +3430,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3455,7 +3456,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier = NULL;
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// this needs the covert ops trait, and thus the new trait system
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@@ -3504,7 +3505,7 @@ SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
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return NULL;
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UINT8 ubID = NOBODY;
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UINT16 ubID = NOBODY;
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SOLDIERTYPE* pSoldier = NULL;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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@@ -3603,7 +3604,7 @@ SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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// this needs the covert ops trait, and thus the new trait system
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@@ -3668,7 +3669,7 @@ SOLDIERTYPE* TacticalCreateBandit()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3859,7 +3860,7 @@ void CreatePrisonerOfWar()
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}
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT8 ubID;
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UINT16 ubID;
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static INT8 bPowBodyType = REGMALE;
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@@ -3941,7 +3942,7 @@ void CreateDownedPilot( )
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while ( TileIsOutOfBounds( sGridNo ) || FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ) || TERRAIN_IS_WATER( gpWorldLevelData[sGridNo].ubTerrainID ) || GridNoNearPlayerMercs( sGridNo, 25 ) );
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT8 ubID;
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UINT16 ubID;
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MercCreateStruct.initialize( );
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MercCreateStruct.bTeam = CIV_TEAM;
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@@ -4101,9 +4102,9 @@ void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass )
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void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID )
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{
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// Create guy # X
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
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UINT8 ubID;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
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UINT16 ubID;
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INT32 usMapPos;
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if ( GetMouseXY( &sGridX, &sGridY ) )
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