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Use SoldierID
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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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