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synced 2026-07-22 13:40:22 +02:00
Remove unnecessary casts
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@@ -1489,7 +1489,7 @@ BOOLEAN ExecuteOverhead( )
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}
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else if ( pSoldier->aiData.ubPendingAction == MERC_TALK )
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{
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pSoldier->PlayerSoldierStartTalking( (UINT8)pSoldier->aiData.uiPendingActionData1, TRUE );
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pSoldier->PlayerSoldierStartTalking ( pSoldier->aiData.uiPendingActionData1, TRUE );
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pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
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}
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else if ( pSoldier->aiData.ubPendingAction == MERC_DROPBOMB )
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@@ -3270,7 +3270,7 @@ void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
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if ( fSoldierFound )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: selectsoldier"));
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SelectSoldier( (INT16)cnt, FALSE, FALSE );
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SelectSoldier( cnt, FALSE, FALSE );
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}
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else
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{
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@@ -3755,7 +3755,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
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{
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if ( !fMissionFailed )
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{
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SelectSoldier( (INT16)iNewSelectedSoldier, FALSE, FALSE );
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SelectSoldier( iNewSelectedSoldier, FALSE, FALSE );
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}
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else
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{
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@@ -4937,14 +4937,14 @@ SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLes
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// Check for bLife > 0
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if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT16)cnt );
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return( cnt );
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}
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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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return( (UINT16)cnt );
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return( cnt );
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}
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}
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}
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@@ -4967,14 +4967,14 @@ SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLes
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{
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if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT16)cnt );
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return( cnt );
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}
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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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return( (UINT16)cnt );
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return( cnt );
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}
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}
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}
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