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Convert SOLDIERTYPE->ubNextToPreviousAttackerID to SoldierID
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@@ -3848,7 +3848,7 @@ void send_death( SOLDIERTYPE *pSoldier )
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{
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if (pSoldier->ubPreviousAttackerID < NOBODY)
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nDeath.attacker_id = pSoldier->ubPreviousAttackerID;
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else if (pSoldier->ubNextToPreviousAttackerID != NOBODY && pSoldier->ubNextToPreviousAttackerID != NULL)
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else if (pSoldier->ubNextToPreviousAttackerID < NOBODY)
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nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID;
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}
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@@ -3867,8 +3867,8 @@ void send_death( SOLDIERTYPE *pSoldier )
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{
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pAttacker = pSoldier->ubPreviousAttackerID;
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// check if the new attacker was also a friendly...
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if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID != NULL && pSoldier->ubNextToPreviousAttackerID != NOBODY)
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pAttacker=MercPtrs[ pSoldier->ubNextToPreviousAttackerID ];
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if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID < NOBODY)
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pAttacker = pSoldier->ubNextToPreviousAttackerID;
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// if its still a friendly, use the original attacker id...for posterity
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// guy must snore too loudly if all his mates wanna kill him :)
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if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NOBODY)
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@@ -1504,7 +1504,7 @@ public:
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UINT8 ubLastDamageReason;
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INT32 sLastTwoLocations[2];
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INT32 uiTimeSinceLastBleedGrunt;
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UINT16 ubNextToPreviousAttackerID;
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SoldierID ubNextToPreviousAttackerID;
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UINT8 bDoAutofire;
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INT8 numFlanks;
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INT32 lastFlankSpot;
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