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Guard against possible illegal array access (by Seven) (#121)
ClosestPanicTrigger() can return -1 but its use in indexing gTacticalStatus.bPanicTriggerIsAlarm was not checked in all the places in the code
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@@ -3206,14 +3206,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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case 762:
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{
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// CODE: Set off Trigger
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INT8 bPanicTrigger;
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bPanicTrigger = ClosestPanicTrigger( pSoldier );
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SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
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INT8 bPanicTrigger = ClosestPanicTrigger( pSoldier );
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if (bPanicTrigger != -1)
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{
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SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
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}
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// any AI guy has been specially given keys for this, now take them
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// away
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pSoldier->flags.bHasKeys = pSoldier->flags.bHasKeys >> 1;
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}
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break;
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@@ -21916,13 +21916,15 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY )
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{
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// sevenfm: bPanicTriggerIsAlarm is always not NULL pointer
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//if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) )
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if ( gTacticalStatus.ubTheChosenOne == pSoldier->ubID )
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{
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// replace this guy as the chosen one!
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gTacticalStatus.ubTheChosenOne = NOBODY;
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MakeClosestEnemyChosenOne( );
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auto bPanicTrigger = ClosestPanicTrigger(pSoldier);
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if (bPanicTrigger != -1 && !(gTacticalStatus.bPanicTriggerIsAlarm[bPanicTrigger]))
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{
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// replace this guy as the chosen one!
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gTacticalStatus.ubTheChosenOne = NOBODY;
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MakeClosestEnemyChosenOne( );
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}
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}
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) )
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