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Make fewer calls to MercPtrs
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@@ -1854,12 +1854,14 @@ void RenderAutoResolve()
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case BATTLE_CAPTURED:
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
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{ //Merc is active and alive, and not a vehicle or robot
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if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
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if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
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{
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// This morale event is PER INDIVIDUAL SOLDIER
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HandleMoraleEvent( MercPtrs[ i ], MORALE_MERC_CAPTURED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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HandleMoraleEvent( pSoldier, MORALE_MERC_CAPTURED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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}
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}
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}
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@@ -5959,10 +5961,12 @@ void CheckForSoldiersWhoRetreatedIntoMilitiaHeldSectors()
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unsigned mercCnt = 0;
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for( int i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
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{
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//Merc is active and alive, and not a vehicle or robot
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if ((MercPtrs[ i ]->sSectorX == sX) &&(MercPtrs[ i ]->sSectorY == sY) && (MercPtrs[ i ]->bSectorZ == 0))
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if ( (pSoldier->sSectorX == sX) && (pSoldier->sSectorY == sY) && (pSoldier->bSectorZ == 0) )
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{
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++mercCnt;
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}
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