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Convert TacticalRemoveSoldier to SoldierID
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@@ -2148,12 +2148,10 @@ void InitSoldierStruct( SOLDIERTYPE *pSoldier )
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}
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BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle )
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BOOLEAN InternalTacticalRemoveSoldier( SoldierID usSoldierIndex, BOOLEAN fRemoveVehicle )
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{
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{
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SOLDIERTYPE * pSoldier;
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// Check range of index given
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// Check range of index given
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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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@@ -2171,9 +2169,7 @@ BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVeh
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gfUISelectiveTargetFound = FALSE;
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gfUISelectiveTargetFound = FALSE;
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}
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}
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pSoldier = MercPtrs[ usSoldierIndex ];
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return TacticalRemoveSoldierPointer(usSoldierIndex, fRemoveVehicle );
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return TacticalRemoveSoldierPointer( pSoldier, fRemoveVehicle );
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}
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}
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BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle )
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BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle )
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@@ -2244,7 +2240,7 @@ BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehi
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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 TacticalRemoveSoldier( UINT16 usSoldierIndex )
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BOOLEAN TacticalRemoveSoldier( SoldierID usSoldierIndex )
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{
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{
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return( InternalTacticalRemoveSoldier( usSoldierIndex, TRUE ) );
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return( InternalTacticalRemoveSoldier( usSoldierIndex, TRUE ) );
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}
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}
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@@ -451,7 +451,7 @@ public:
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//Original functions currently used throughout the game.
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//Original functions currently used throughout the game.
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BOOLEAN TacticalRemoveSoldier( UINT16 usSoldierIndex );
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BOOLEAN TacticalRemoveSoldier( SoldierID usSoldierIndex );
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BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle );
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BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle );
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INT8 CalcDifficultyModifier( UINT8 ubSoldierClass );
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INT8 CalcDifficultyModifier( UINT8 ubSoldierClass );
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@@ -562,7 +562,7 @@ void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass, UIN
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void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
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void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
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BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle );
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BOOLEAN InternalTacticalRemoveSoldier( SoldierID usSoldierIndex, BOOLEAN fRemoveVehicle );
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//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
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//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
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//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
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//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
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