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fix (by Sevenfm): some functions ignored the last member of a team
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8629 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1148,7 +1148,7 @@ BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier )
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}
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// now the other merc's stuff
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -1263,7 +1263,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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if ( bHighestPass != - 1 )
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{
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// now look for items to repair on other mercs
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
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@@ -5307,7 +5307,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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// first our own stuff
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CollectCleanableItems(pSoldier, pSoldier, itemsToClean);
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// then other mercs' stuff
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -5352,7 +5352,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
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CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -18708,7 +18708,7 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
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fSomethingWasRepairedThisPass = FALSE;
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// look for jammed guns on other soldiers in sector and unjam them
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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pOtherSoldier = MercPtrs[ bLoop ];
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@@ -18728,7 +18728,7 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
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pBestOtherSoldier = NULL;
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// now look for items to repair on other mercs
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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pOtherSoldier = MercPtrs[ bLoop ];
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