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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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