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Convert to SoldierID
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@@ -1154,8 +1154,8 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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// if the selected opponent is not a threat (unconscious & !serviced)
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// (usually, this means all the guys we see our unconscious, but, on
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// rare occasions, we may not be able to shoot a healthy guy, too)
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if ((Menptr[BestShot.ubOpponent].stats.bLife < OKLIFE) &&
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!Menptr[BestShot.ubOpponent].bService)
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if ((BestShot.ubOpponent->stats.bLife < OKLIFE) &&
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!BestShot.ubOpponent->bService)
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{
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// if our attitude is NOT aggressive
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if (pSoldier->aiData.bAttitude != AGGRESSIVE)
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