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synced 2026-07-22 13:40:22 +02:00
Use SoldierID
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@@ -163,7 +163,7 @@ BOOLEAN DisplayOrderGrid( UINT8 ubGridNumber, UINT8 ubMercID );
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INT8 GetNumberOfHireMercsStartingFromID( UINT8 ubStartMercID );
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//INT32 CalculateInsuranceCost( SOLDIERTYPE *pSoldier, BOOLEAN fHaveInsurance );
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void InsuranceContractUserTextFieldCallBack( UINT8 ubID, BOOLEAN fEntering );
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INT8 CountInsurableMercs();
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UINT16 CountInsurableMercs();
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void DisableInsuranceContractNextPreviousbuttons();
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void CreateDestroyInsuranceContractFormButtons( BOOLEAN fCreate);
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void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID );
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@@ -943,20 +943,17 @@ void SelectInsuranceContractRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason
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}
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}
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INT8 CountInsurableMercs()
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UINT16 CountInsurableMercs()
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{
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UINT16 cnt;
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SOLDIERTYPE *pSoldier;
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UINT16 bLastTeamID;
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INT8 bCount=0;
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UINT16 bCount = 0;
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// Set locator to first merc
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
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for ( ; Soldier <= bLastTeamID; ++Soldier)
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{
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if (MercIsInsurable(pSoldier))
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if (MercIsInsurable(Soldier))
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{
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bCount++;
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}
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@@ -1094,33 +1091,29 @@ void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID )
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// determines if a merc will run out of their insurance contract
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void DailyUpdateOfInsuredMercs()
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{
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INT16 cnt;
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INT16 bLastTeamID;
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SOLDIERTYPE *pSoldier;
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SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
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for ( ; Soldier <= bLastTeamID; ++Soldier)
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{
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//if the soldier is in the team array
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if( pSoldier->bActive )
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if( Soldier->bActive )
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{
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//if the merc has life insurance
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if( pSoldier->usLifeInsurance )
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if( Soldier->usLifeInsurance )
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{
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//if the merc wasn't just hired
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if( (INT16)GetWorldDay() != pSoldier->iStartOfInsuranceContract )
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if( (INT16)GetWorldDay() != Soldier->iStartOfInsuranceContract )
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{
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//if the contract has run out of time
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if( GetTimeRemainingOnSoldiersInsuranceContract( pSoldier ) <= 0 )
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if( GetTimeRemainingOnSoldiersInsuranceContract( Soldier ) <= 0 )
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{
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//if the soldier isn't dead
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if( !IsMercDead( pSoldier->ubProfile ) )
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if( !IsMercDead( Soldier->ubProfile ) )
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{
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pSoldier->usLifeInsurance = 0;
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pSoldier->iTotalLengthOfInsuranceContract = 0;
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pSoldier->iStartOfInsuranceContract = 0;
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Soldier->usLifeInsurance = 0;
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Soldier->iTotalLengthOfInsuranceContract = 0;
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Soldier->iStartOfInsuranceContract = 0;
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}
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}
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}
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@@ -1254,20 +1247,16 @@ void InsContractNoMercsPopupCallBack( UINT8 bExitValue )
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void BuildInsuranceArray()
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{
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INT16 cnt;
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SOLDIERTYPE *pSoldier;
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INT16 bLastTeamID;
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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gsMaxPlayersOnTeam = 0;
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// store profile #s of all insurable mercs in an array
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
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for ( ; Soldier <= bLastTeamID; ++Soldier)
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{
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if( MercIsInsurable(pSoldier) )
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if( MercIsInsurable(Soldier) )
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{
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gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = pSoldier->ubProfile;
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gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = Soldier->ubProfile;
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gsMaxPlayersOnTeam++;
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}
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}
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@@ -1787,14 +1776,13 @@ INT32 CalcStartDayOfInsurance( SOLDIERTYPE *pSoldier )
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BOOLEAN AreAnyAimMercsOnTeam( )
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{
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SOLDIERTYPE *pSoldier = NULL;
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SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for( int cnt = 0; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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for( ; Soldier <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++Soldier)
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{
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pSoldier = MercPtrs[cnt];
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//check to see if any of the mercs are AIM mercs
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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if( Soldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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{
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return TRUE;
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}
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+3
-3
@@ -6243,7 +6243,7 @@ void PrintNumberOnTeam( void )
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{
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CHAR16 pString[ 32 ];
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SOLDIERTYPE *pSoldier, *pTeamSoldier;
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INT32 cnt=0;
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SoldierID cnt = 0;
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INT32 iCounter=0;
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UINT16 usPosX, usPosY, usFontHeight, usStrLength;
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@@ -6256,9 +6256,9 @@ void PrintNumberOnTeam( void )
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// grab number on team
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pSoldier = MercPtrs[0];
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++, pTeamSoldier++)
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for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt )
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{
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pTeamSoldier = MercPtrs[ cnt ];
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pTeamSoldier = cnt;
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if( ( pTeamSoldier->bActive)&&( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) )
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{
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+23
-28
@@ -340,13 +340,12 @@ BOOLEAN EnterMercCompareAnalyze()
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// We fill two dropdowns with all mercs on our team
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std::vector<std::pair<INT16, STR16> > mercvector;
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SOLDIERTYPE* pSoldier = NULL;
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UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
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SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( ; id <= lastid; ++id)
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{
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE )
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mercvector.push_back( std::make_pair( pSoldier->ubProfile, gMercProfiles[pSoldier->ubProfile].zNickname ) );
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if ( id->bActive && id->ubProfile != NO_PROFILE )
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mercvector.push_back( std::make_pair( id->ubProfile, gMercProfiles[id->ubProfile].zNickname ) );
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}
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DropDownTemplate<DROPDOWNNR_MERCCOMPARE1>::getInstance( ).SetEntries( mercvector );
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@@ -976,17 +975,16 @@ BOOLEAN EnterMercCompareMatrix( )
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// create a map of all current squads with at least 2 members
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std::map<INT16, INT16> squadmap;
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SOLDIERTYPE* pSoldier = NULL;
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UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
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SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( ; id <= lastid; ++id )
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{
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment < ON_DUTY )
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if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment < ON_DUTY )
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{
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if ( squadmap.find( pSoldier->bAssignment ) == squadmap.end() )
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squadmap[pSoldier->bAssignment] = 1;
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if ( squadmap.find( id->bAssignment ) == squadmap.end() )
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squadmap[id->bAssignment] = 1;
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else
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++squadmap[pSoldier->bAssignment];
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++squadmap[id->bAssignment];
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}
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}
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@@ -1079,15 +1077,14 @@ void RenderMercCompareMatrix( )
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// display a table with all squadmembers
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std::vector<UINT8> squadvector;
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SOLDIERTYPE* pSoldier = NULL;
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UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
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SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( ; id <= lastid; ++id )
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{
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment == gSquadToShow )
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if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment == gSquadToShow )
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{
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// remember squamember
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squadvector.push_back( pSoldier->ubProfile );
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squadvector.push_back( id->ubProfile );
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}
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}
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@@ -1117,13 +1114,12 @@ void RenderMercCompareMatrix( )
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for ( std::vector<UINT8>::iterator it = squadvector.begin(); it != itend; ++it )
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{
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INT16 idA = GetSoldierIDFromMercID( (*it) );
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SoldierID idA = GetSoldierIDFromMercID( (*it) );
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if ( idA < 0 )
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if ( idA == NOBODY )
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continue;
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SOLDIERTYPE* pSoldierA = MercPtrs[idA];
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SOLDIERTYPE* pSoldierA = idA;
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if ( !pSoldierA )
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continue;
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@@ -1140,9 +1136,9 @@ void RenderMercCompareMatrix( )
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for ( std::vector<UINT8>::iterator it2 = squadvector.begin( ); it2 != itend; ++it2 )
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{
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INT16 idB = GetSoldierIDFromMercID( (*it2) );
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SoldierID idB = GetSoldierIDFromMercID( (*it2) );
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if ( idB < 0 )
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if ( idB == NOBODY )
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continue;
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if ( idA == idB )
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@@ -1151,8 +1147,7 @@ void RenderMercCompareMatrix( )
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continue;
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}
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SOLDIERTYPE* pSoldierB = MercPtrs[idB];
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SOLDIERTYPE* pSoldierB = idB;
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if ( !pSoldierB )
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continue;
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@@ -558,10 +558,11 @@ void EnterPersonnel( void )
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// Fill in the current team list
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maxCurrentTeamIndex = -1;
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SOLDIERTYPE *pTeamSoldier = MercPtrs[ 0 ];
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for (int idx = gTacticalStatus.Team[ pTeamSoldier->bTeam ].bFirstID;
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for (SoldierID idx = gTacticalStatus.Team[ pTeamSoldier->bTeam ].bFirstID;
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idx <= gTacticalStatus.Team[ pTeamSoldier->bTeam ].bLastID;
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++idx) {
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pTeamSoldier = MercPtrs[ idx ];
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++idx)
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{
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pTeamSoldier = idx;
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// WANNE: Bugfix: Also show the roboter in ther personnel screen. This bug was introduced in revision 2498, when Many Mercenary was included.
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//if ((pTeamSoldier->bActive) &&
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