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Use SoldierID
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@@ -7541,16 +7541,15 @@ void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap( )
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//if the player made a 'noise' going through the gate at the end of the tunnel sector
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if ( gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__DID_PLAYER_MAKE_SOUND_GOING_THROUGH_TUNNEL_GATE )
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{
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UINT8 cnt;
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//
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//Move some of the enemies to be 'near' them player when the enter the room
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//
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// Loop through the list and move some of the enemies
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cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
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for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
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SoldierID cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; ++cnt)
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{
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pSoldier = cnt;
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//if the soldier is active,
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if ( pSoldier->bActive )
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{
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@@ -7581,8 +7580,9 @@ void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap( )
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while ( ubNumEnemiesMoved < 3 )
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{
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cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
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for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; ++cnt )
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{
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pSoldier = cnt;
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//if the soldier is active,
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if ( pSoldier->bActive && pSoldier->sGridNo != 15705 && pSoldier->sGridNo != 15712 && pSoldier->sGridNo != 15233 )
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{
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