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Convert gusSelectedSoldier to SoldierID
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@@ -4387,7 +4387,7 @@ void HandleExplosionWarningAnimations( )
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// show focus area if skill is active
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if ( gusSelectedSoldier != NOBODY )
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{
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SOLDIERTYPE* pSoldier = MercPtrs[gusSelectedSoldier];
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SOLDIERTYPE* pSoldier = gusSelectedSoldier;
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if ( pSoldier->bActive && pSoldier->bInSector)
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{
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@@ -5620,10 +5620,8 @@ void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECT
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void HavePersonAtGridnoStop( UINT32 sGridNo )
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{
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UINT8 ubID;
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//Sewe if there is a person at the gridno
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ubID = WhoIsThere2( sGridNo, 0 );
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SoldierID ubID = WhoIsThere2( sGridNo, 0 );
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//is it a valid person
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if ( (ubID != NOBODY) && (MercPtrs[ ubID ]->bTeam == gbPlayerNum) )
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@@ -5813,8 +5811,7 @@ void HandleSwitchToOpenFortifiedDoor( UINT32 sGridNo )
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void HandleSeeingPowerGenFan( UINT32 sGridNo )
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{
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// INT8 bID;
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UINT8 ubPerson;
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SoldierID ubPerson;
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BOOLEAN fFanIsStopped;
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BOOLEAN fFanHasBeenStopped;
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SOLDIERTYPE *pSoldier;
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@@ -505,7 +505,7 @@ void LogMouseOverInteractiveTile( INT32 sGridNo )
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}
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// Also, don't allow for mercs who are on upper level...
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->pathing.bLevel == 1 )
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if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->pathing.bLevel == 1 )
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{
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return;
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}
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@@ -789,7 +789,7 @@ BOOLEAN RefineLogicOnStruct( INT32 sGridNo, LEVELNODE *pNode )
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return( FALSE );
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}
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->ubBodyType == ROBOTNOWEAPON )
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if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->ubBodyType == ROBOTNOWEAPON )
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{
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return( FALSE );
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}
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@@ -567,7 +567,7 @@ void HandleOverheadMap( )
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if( !gfEditMode && !gfTacticalPlacementGUIActive && gusSelectedSoldier != NOBODY )
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{
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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pSoldier = gusSelectedSoldier;
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DisplayMercNameInOverhead( pSoldier );
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}
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@@ -1069,7 +1069,7 @@ inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIER
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SOLDIERTYPE * pSelSoldier;
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if (gusSelectedSoldier != NOBODY)
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{
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pSelSoldier = MercPtrs[gusSelectedSoldier];
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pSelSoldier = gusSelectedSoldier;
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}
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else
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{
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@@ -1149,7 +1149,7 @@ inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIER
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}
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//if ( gusSelectedSoldier != NOBODY )
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//{
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// pSelSoldier = MercPtrs[ gusSelectedSoldier ];
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// pSelSoldier = gusSelectedSoldier;
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// Shade differently depending on visiblity
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// if ( pSoldier->bVisible == 0 || ( pSelSoldier->aiData.bOppList[ pSoldier->ubID ] == 0 ) )
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// {
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@@ -3291,7 +3291,7 @@ BOOLEAN LoadWorld(const STR8 puiFilename, FLOAT* pMajorMapVersion, UINT8* pMinor
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// CHECK IF OUR SELECTED GUY IS GONE!
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if(gusSelectedSoldier != NOBODY)
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{
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if(MercPtrs[gusSelectedSoldier]->bActive == FALSE)
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if(gusSelectedSoldier->bActive == FALSE)
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gusSelectedSoldier = NOBODY;
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}
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AdjustSoldierCreationStartValues();
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