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Convert to SoldierID
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@@ -295,7 +295,7 @@ INT32 giSKIMessageBox=-1;
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INT8 gbSelectedArmsDealerID = -1; //Contains the enum value for the currently selected arms dealer
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// Flugente: while we're trading, store the ID of non-NPC dealers
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UINT16 gusIDOfCivTrader = NOBODY;
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SoldierID gusIDOfCivTrader = NOBODY;
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//the quote that is in progress, in certain circumstances, we don't want queuing of related but different quotes
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INT32 giShopKeepDialogueEventinProgress = - 1;
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@@ -770,7 +770,7 @@ BOOLEAN EnterShopKeeperInterface()
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SOLDIERTYPE* pShopkeeper = NULL;
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if ( gusIDOfCivTrader != NOBODY )
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pShopkeeper = MercPtrs[gusIDOfCivTrader];
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pShopkeeper = gusIDOfCivTrader;
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else
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pShopkeeper = FindSoldierByProfileID( armsDealerInfo[gbSelectedArmsDealerID].ubShopKeeperID, FALSE );
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@@ -1027,7 +1027,7 @@ BOOLEAN EnterShopKeeperInterface()
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{
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//add the item back to the current PC into the slot it came from
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//ADB screw slot, slot is (used to be, before it was deleted) only ever, so autoplace it
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AutoPlaceObject(&Menptr[ gpSMCurrentMerc->ubID ], &gItemToAdd.ItemObject, FALSE);
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AutoPlaceObject(gpSMCurrentMerc->ubID, &gItemToAdd.ItemObject, FALSE);
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}
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//Clear the contents of the structure
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@@ -1472,7 +1472,7 @@ BOOLEAN RenderShopKeeperInterface()
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// Flugente: if this is a non-NPC dealer, we instead show their body in their current animation
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else if ( gusIDOfCivTrader != NOBODY )
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{
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SOLDIERTYPE* pSoldier = MercPtrs[gusIDOfCivTrader];
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SOLDIERTYPE* pSoldier = gusIDOfCivTrader;
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if ( pSoldier )
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{
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@@ -2457,7 +2457,7 @@ void EnterShopKeeperInterfaceScreen( UINT8 ubArmsDealer )
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}
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// Flugente: set up shopkeeper with a non-NPC
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void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT16 aMercID )
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void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, SoldierID aMercID )
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{
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gusIDOfCivTrader = aMercID;
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