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Convert gusSelectedSoldier to SoldierID
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@@ -538,11 +538,10 @@ void DisplayCover( BOOLEAN forceUpdate )
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static void CalculateCoverFromEnemies()
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{
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if (gusSelectedSoldier == NOBODY)
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if (gusSelectedSoldier == NOBODY || gusSelectedSoldier->bActive == false)
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return;
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SOLDIERTYPE* pSoldier;
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GetSoldier(&pSoldier, gusSelectedSoldier);
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SOLDIERTYPE* pSoldier = gusSelectedSoldier;
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const INT8 OurSoldierStealth = GetStealth(pSoldier);
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const INT8 OurSoldierLBESightAdjustment = GetSightAdjustmentBasedOnLBE(pSoldier);
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@@ -673,10 +672,10 @@ void CalculateCover()
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INT8 ubZ;
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SOLDIERTYPE* pSoldier;
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if (gusSelectedSoldier == NOBODY)
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if (gusSelectedSoldier == NOBODY || gusSelectedSoldier->bActive == false)
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return;
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GetSoldier(&pSoldier, gusSelectedSoldier);
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pSoldier = gusSelectedSoldier;
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for (ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX)
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{
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@@ -1199,7 +1198,7 @@ void CalculateMines()
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return;
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}
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const INT32& sSelectedSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo;
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const INT32& sSelectedSoldierGridNo = gusSelectedSoldier->sGridNo;
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for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX )
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{
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@@ -1453,7 +1452,7 @@ void CalculateTraitRange()
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return;
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}
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const INT32& sSelectedSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo;
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const INT32& sSelectedSoldierGridNo = gusSelectedSoldier->sGridNo;
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for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX )
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{
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@@ -1591,7 +1590,7 @@ void CalculateTrackerRange( )
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UINT16 range = gSkillTraitValues.usSVTrackerMaxRange * trackerskill;
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const INT32& sSelectedSoldierGridNo = MercPtrs[gusSelectedSoldier]->sGridNo;
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const INT32& sSelectedSoldierGridNo = gusSelectedSoldier->sGridNo;
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for ( ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX )
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{
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@@ -1775,7 +1774,7 @@ void CalculateWeapondata()
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BOOLEAN guninhand = WeaponInHand( pSoldier );
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INT32 sSelectedSoldierGridNo = MercPtrs[gusSelectedSoldier]->sGridNo;
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INT32 sSelectedSoldierGridNo = gusSelectedSoldier->sGridNo;
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if ( TileIsOutOfBounds( sSelectedSoldierGridNo ) )
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return;
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