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Convert gusSelectedSoldier to SoldierID
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+6
-6
@@ -261,17 +261,17 @@ void EnterTacticalScreen( )
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if ( gusSelectedSoldier != NOBODY )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
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if ( !OK_CONTROLLABLE_MERC( MercPtrs[ gusSelectedSoldier ] ) )
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if ( !OK_CONTROLLABLE_MERC( gusSelectedSoldier ) )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
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SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
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SelectNextAvailSoldier( gusSelectedSoldier );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
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// ATE: If the current guy is sleeping, change....
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->flags.fMercAsleep )
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if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->flags.fMercAsleep )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
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SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
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SelectNextAvailSoldier( gusSelectedSoldier );
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}
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}
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else
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@@ -684,7 +684,7 @@ UINT32 MainGameScreenHandle(void)
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// Select a guy if he hasn;'
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if( !gfTacticalPlacementGUIActive )
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{
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if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( MercPtrs[ gusSelectedSoldier ] ) )
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if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( gusSelectedSoldier ) )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
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SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
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@@ -933,7 +933,7 @@ UINT32 MainGameScreenHandle(void)
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if ( gusSelectedSoldier != NOBODY )
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{
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if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
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MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
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gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
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}
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}
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