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AddSoldierToSector & OBJECTTYPE::soldierID changed to SoldierID
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@@ -3901,7 +3901,7 @@ void MoveOneMilitiaEquipmentSet(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX,
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pWorldItem_tmp[uiCount].usFlags = WORLD_ITEM_REACHABLE;
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pWorldItem_tmp[uiCount].bVisible = 1;
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pWorldItem_tmp[uiCount].bRenderZHeightAboveLevel = 0;
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pWorldItem_tmp[uiCount].soldierID = -1;
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pWorldItem_tmp[uiCount].soldierID = NOBODY;
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pWorldItem_tmp[uiCount].object = tmp.Inv[ i ];
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}
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}
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@@ -4647,7 +4647,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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pWorldItem[uiCount].usFlags = WORLD_ITEM_REACHABLE;
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pWorldItem[uiCount].bVisible = 1;
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pWorldItem[uiCount].bRenderZHeightAboveLevel = 0;
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pWorldItem[uiCount].soldierID = -1;
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pWorldItem[uiCount].soldierID = NOBODY;
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pWorldItem[uiCount].object = newAmmoObj;
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fNewMagCreated = FALSE;
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@@ -4686,7 +4686,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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pWorldItem_tmp[uiCount].usFlags = WORLD_ITEM_REACHABLE;
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pWorldItem_tmp[uiCount].bVisible = 1;
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pWorldItem_tmp[uiCount].bRenderZHeightAboveLevel = 0;
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pWorldItem_tmp[uiCount].soldierID = -1;
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pWorldItem_tmp[uiCount].soldierID = NOBODY;
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pWorldItem_tmp[uiCount].object = newAmmoObj;
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fNewMagCreated = FALSE;
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