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Import changes from the local SVN working copy
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@@ -85,7 +85,7 @@ typedef struct
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UINT8 ubLeaveSectorCode;
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UINT8 ubDirection;
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UINT8 ubNumPeopleOnSquad;
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INT8 bSingleMoveWillIsolateEPC; //if not -1, then that means the slot number is an EPC
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INT16 bSingleMoveWillIsolateEPC; //if not -1, then that means the slot number is an EPC
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INT8 bHandled;
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BOOLEAN fRender;
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BOOLEAN fGotoSector;
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@@ -266,8 +266,8 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
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{ //check to see if we have one selected merc and one or more EPCs.
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//If so, don't allow the selected merc to leave by himself.
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//Assuming that the matching squad assignment is in the same sector.
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UINT8 ubNumMercs = 1; //selected soldier is a merc
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UINT8 ubNumEPCs = 0;
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UINT16 ubNumMercs = 1; //selected soldier is a merc
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UINT16 ubNumEPCs = 0;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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{
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if( i == gusSelectedSoldier )
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@@ -282,7 +282,7 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
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//record the slot of the epc. If there are more than one EPCs, then
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//it doesn't matter. This is used in building the text message explaining
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//why the selected merc can't leave. This is how we extract the EPC's name.
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gExitDialog.bSingleMoveWillIsolateEPC = (INT8)i;
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gExitDialog.bSingleMoveWillIsolateEPC = (INT16)i;
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}
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else
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{ //We have more than one merc, so we will allow the selected merc to leave alone if
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