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GetSoldier() to SoldierID
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@@ -79,7 +79,7 @@ BOOLEAN AddUIPlan( INT32 sGridNo, UINT8 ubPlanID )
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if ( TacticalCreateSoldier( &MercCreateStruct, &ubNewIndex ) )
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if ( TacticalCreateSoldier( &MercCreateStruct, &ubNewIndex ) )
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{
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{
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// Get pointer to soldier
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// Get pointer to soldier
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GetSoldier( &pPlanSoldier, (UINT16)ubNewIndex );
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GetSoldier( &pPlanSoldier, ubNewIndex );
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pPlanSoldier->sPlannedTargetX = -1;
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pPlanSoldier->sPlannedTargetX = -1;
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pPlanSoldier->sPlannedTargetY = -1;
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pPlanSoldier->sPlannedTargetY = -1;
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@@ -832,21 +832,21 @@ BOOLEAN ShutdownOverhead( )
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return( TRUE );
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return( TRUE );
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}
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}
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BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex )
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BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, SoldierID usSoldierIndex )
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{
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{
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// Check range of index given
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// Check range of index given
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*ppSoldier = NULL;
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*ppSoldier = NULL;
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if ( usSoldierIndex < 0 || usSoldierIndex > TOTAL_SOLDIERS-1 )
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if ( usSoldierIndex >= NOBODY )
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{
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{
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// Set debug message
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// Set debug message
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return( FALSE );
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return( FALSE );
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}
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}
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// Check if a guy exists here
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// Check if a guy exists here
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// Does another soldier exist here?
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// Does another soldier exist here?
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if ( MercPtrs[ usSoldierIndex ]->bActive )
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if ( usSoldierIndex->bActive )
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{
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{
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// Set Existing guy
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// Set Existing guy
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*ppSoldier = MercPtrs[ usSoldierIndex ];
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*ppSoldier = usSoldierIndex;
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return( TRUE);
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return( TRUE);
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}
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}
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else
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else
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+1
-1
@@ -203,7 +203,7 @@ void ShutdownTacticalEngine( );
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BOOLEAN InitOverhead( );
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BOOLEAN InitOverhead( );
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BOOLEAN ShutdownOverhead( );
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BOOLEAN ShutdownOverhead( );
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BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex );
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BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, SoldierID usSoldierIndex );
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UINT32 CountNonVehiclesOnPlayerTeam( );
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UINT32 CountNonVehiclesOnPlayerTeam( );
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