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Fix endless loop
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@@ -2209,7 +2209,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// sevenfm: unready weapon for all selected
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// sevenfm: unready weapon for all selected
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if (!fFound)
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if (!fFound)
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{
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{
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UINT8 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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for (SOLDIERTYPE *pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++)
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for (SOLDIERTYPE *pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++)
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{
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{
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if (pSoldier->bActive && pSoldier->bInSector && pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED && WeaponReady(pSoldier))
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if (pSoldier->bActive && pSoldier->bInSector && pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED && WeaponReady(pSoldier))
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@@ -8311,7 +8311,7 @@ void HandleTBBackpacks(void)
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bool backpackDropped = false;
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bool backpackDropped = false;
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SOLDIERTYPE* pTeamSoldier;
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SOLDIERTYPE* pTeamSoldier;
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for (UINT8 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++)
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for (UINT16 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++)
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{
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{
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pTeamSoldier = MercPtrs[ubLoop];
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pTeamSoldier = MercPtrs[ubLoop];
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