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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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