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AddSoldierToSector & OBJECTTYPE::soldierID changed to SoldierID
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@@ -201,7 +201,7 @@ INT32 iCurrentInventoryPoolPage = 0;
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INT32 iLastInventoryPoolPage = 0;
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INT32 sObjectSourceGridNo = -1;//shadooow: I don't see much of a sense in this, we have gpItemPointerSoldier and we can use gpItemPointerSoldier->sGridNo to do this, this is actually unused
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INT16 sObjectSourseSoldierID = -1;
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SoldierID sObjectSourseSoldierID = NOBODY;
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// number of unseen items in sector
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UINT32 uiNumberOfUnSeenItems = 0;
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@@ -2660,7 +2660,7 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
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// anv: swap ownerships too
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if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
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{
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pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
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pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
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}
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pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
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}
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@@ -2674,10 +2674,10 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
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// anv: disable soldier's ownership, as otherwise stacked backpacks would share it
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if( iDestSlot != (-1) && iSrcSlot != (-1) )
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{
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pInventoryPoolList[ iDestSlot ].soldierID = (-1);
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pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
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pInventoryPoolList[ iDestSlot ].soldierID = NOBODY;
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pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
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iCurrentlyPickedUpItem = iDestSlot;
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sObjectSourseSoldierID = (-1);
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sObjectSourseSoldierID = NOBODY;
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}
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// stacking
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pInventorySlot->AddObjectsToStack(*pItemPtr);
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@@ -2689,9 +2689,9 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
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// anv: swap ownerships too
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if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
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{
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pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
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pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
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}
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INT32 iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
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SoldierID iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
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pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
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sObjectSourseSoldierID = iTempSoldierID;
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iCurrentlyPickedUpItem = iDestSlot;
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@@ -5159,7 +5159,7 @@ void SortSectorInventoryStackAndMerge(bool ammoOnly )
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for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ )
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{
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// anv: disable soldier's ownership, as otherwise stacked backpacks would share it
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pInventoryPoolList[ uiLoop ].soldierID = (-1);
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pInventoryPoolList[ uiLoop ].soldierID = NOBODY;
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}
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// Run through sector inventory.
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