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- bug fix: Space selects next squad: next merc was not selected when in interrupt
- changed scope ranges to be % of base visible range git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@170 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5354,41 +5354,39 @@ UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife
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}
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}
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if ( !gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] )
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// none found,
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// Now loop back
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for ( cnt = 0; cnt < bFirstID; cnt++ )
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{
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// none found,
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// Now loop back
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for ( cnt = 0; cnt < bFirstID; cnt++ )
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if ( gTeamPanel[ cnt ].fOccupied )
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{
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if ( gTeamPanel[ cnt ].fOccupied )
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pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
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if ( fOnlyRegularMercs )
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{
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pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
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if ( fOnlyRegularMercs )
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if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
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{
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if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
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{
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continue;
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}
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continue;
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}
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}
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if ( fGoodForLessOKLife )
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if ( fGoodForLessOKLife )
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{
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if ( pTeamSoldier->bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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if ( pTeamSoldier->bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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}
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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}
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else
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}
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else
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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}
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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}
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}
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}
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}
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// IF we are here, keep as we always were!
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return( pSoldier->ubID );
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}
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