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Convert to SoldierID
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+17
-17
@@ -874,7 +874,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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{
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UINT16 ubID;
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SoldierID ubID;
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if (gfTurnBasedAI)
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{
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@@ -885,19 +885,19 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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}
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// search for any player merc to say close call quote
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for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
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for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID )
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{
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if ( OK_INSECTOR_MERC( MercPtrs[ ubID ] ) )
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if ( OK_INSECTOR_MERC( ubID ) )
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{
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if ( MercPtrs[ ubID ]->flags.fCloseCall )
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if ( ubID->flags.fCloseCall )
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{
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if ( !gTacticalStatus.fSomeoneHit && MercPtrs[ ubID ]->bNumHitsThisTurn == 0 && !(MercPtrs[ ubID ]->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
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if ( !gTacticalStatus.fSomeoneHit && ubID->bNumHitsThisTurn == 0 && !(ubID->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
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{
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// say close call quote!
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TacticalCharacterDialogue( MercPtrs[ ubID ], QUOTE_CLOSE_CALL );
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MercPtrs[ ubID ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
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TacticalCharacterDialogue( ubID, QUOTE_CLOSE_CALL );
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ubID->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
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}
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MercPtrs[ ubID ]->flags.fCloseCall = FALSE;
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ubID->flags.fCloseCall = FALSE;
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}
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}
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}
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@@ -942,7 +942,7 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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ubID = RemoveFirstAIListEntry();
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if (ubID != NOBODY)
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{
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StartNPCAI( MercPtrs[ ubID ] );
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StartNPCAI( ubID );
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return;
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}
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@@ -1165,12 +1165,12 @@ INT32 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT32 sGridNo)
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return(sCheapestDest);
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}
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UINT16 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
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SoldierID GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
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{
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UINT32 uiLoop;
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INT32 iThreatVal,iMinThreat = 30000;
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SOLDIERTYPE *pTargetSoldier;
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UINT16 ubTargetSoldier = NOBODY;
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UINT32 uiLoop;
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INT32 iThreatVal,iMinThreat = 30000;
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SOLDIERTYPE *pTargetSoldier;
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SoldierID ubTargetSoldier = NOBODY;
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// Loop through all mercs
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@@ -1914,7 +1914,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
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INT8 bSlot;
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UINT16 usSoldierIndex; // added by SANDRO
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SoldierID usSoldierIndex; // added by SANDRO
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI || gTacticalStatus.fAutoBandageMode)
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@@ -2594,7 +2594,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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usSoldierIndex = WhoIsThere2( pSoldier->aiData.usActionData, pSoldier->bTargetLevel);
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if ( usSoldierIndex != NOBODY )
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{
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MercStealFromMerc( pSoldier, MercPtrs[usSoldierIndex] );
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MercStealFromMerc( pSoldier, usSoldierIndex );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_STEAL, usSoldierIndex );
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}
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@@ -2628,7 +2628,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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case AI_ACTION_USE_SKILL:
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{
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UINT16 ubID = WhoIsThere2( pSoldier->aiData.usActionData, 0 );
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SoldierID ubID = WhoIsThere2( pSoldier->aiData.usActionData, 0 );
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BOOLEAN result = pSoldier->UseSkill(pSoldier->usAISkillUse, pSoldier->aiData.usActionData, ubID);
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