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Convert SOLDIERTYPE::usDragPersonID to SoldierID
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-1
@@ -3167,7 +3167,7 @@ UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier, BOOLEAN fConsiderDragging
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{
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if (pSoldier->usDragPersonID != NOBODY)
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{
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SOLDIERTYPE* pOtherSoldier = MercPtrs[pSoldier->usDragPersonID];
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SOLDIERTYPE* pOtherSoldier = pSoldier->usDragPersonID;
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uiTotalWeight += GetTotalWeight( pOtherSoldier );
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uiTotalWeight += pOtherSoldier->GetBodyWeight();
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@@ -11529,7 +11529,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR
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if ( this->usDragPersonID != NOBODY )
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{
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SOLDIERTYPE* pSoldier = MercPtrs[this->usDragPersonID];
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SOLDIERTYPE* pSoldier = this->usDragPersonID;
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if ( pSoldier )
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{
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@@ -20876,7 +20876,7 @@ void SOLDIERTYPE::CancelDrag()
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// if we are dragging a person, set them to the center of their gridno, otherwise their position might be off
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if (this->usDragPersonID != NOBODY)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[this->usDragPersonID];
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SOLDIERTYPE* pSoldier = this->usDragPersonID;
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if ( pSoldier && !TileIsOutOfBounds(pSoldier->sGridNo) )
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{
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@@ -1532,12 +1532,8 @@ public:
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// Flugente: this was the location of required variables required for the now removed poison feature. They can be used again
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UINT8 ubMilitiaAssists; // Flugente: stores militia assists
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INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
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//INT8 bUnusedINT8_3;
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UINT16 usDragPersonID; // Flugente: id of person we are dragging
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//INT16 bUnusedINT16_4;
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SoldierID usDragPersonID; // Flugente: id of person we are dragging
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INT16 sDragCorpseID; // Flugente: id of corpse we are dragging
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SoldierID usChatPartnerID; // Flugente: the id of another merc we are 'chatting' with
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// Flugente: new variables for extra stats
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