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Convert to SoldierID
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@@ -251,7 +251,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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break;
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//When a merc is supposed to leave
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case EVENT_MERC_CONTRACT_OVER:
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MercsContractIsFinished( (UINT8) pEvent->uiParam );
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MercsContractIsFinished( pEvent->uiParam );
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break;
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case EVENT_ADDSOLDIER_TO_UPDATE_BOX:
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{
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@@ -432,7 +432,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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BeginContractRenewalSequence( );
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break;
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case EVENT_RPC_WHINE_ABOUT_PAY:
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RPCWhineAboutNoPay( (UINT8) pEvent->uiParam );
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RPCWhineAboutNoPay( pEvent->uiParam );
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break;
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case EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL:
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@@ -721,11 +721,9 @@ void HandleMercsAboutToLeave( SOLDIERTYPE *pMercList )
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// ATE: This function deals with MERC MERC and NPC's leaving because of not getting paid...
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// NOT AIM renewals....
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void MercsContractIsFinished( UINT16 ubID )
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void MercsContractIsFinished( SoldierID ubID )
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{
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SOLDIERTYPE *pSoldier;
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pSoldier = &Menptr[ ubID ];
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SOLDIERTYPE *pSoldier = ubID;
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//if the soldier was removed before getting into this function, return
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if( !pSoldier->bActive )
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@@ -775,11 +773,9 @@ void MercsContractIsFinished( UINT16 ubID )
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}
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// ATE: Called for RPCs who should now complain about no pay...
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void RPCWhineAboutNoPay( UINT16 ubID )
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void RPCWhineAboutNoPay( SoldierID ubID )
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{
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SOLDIERTYPE *pSoldier;
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pSoldier = &Menptr[ ubID ];
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SOLDIERTYPE *pSoldier = ubID;
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//if the soldier was removed before getting into this function, return
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if( !pSoldier->bActive )
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@@ -3,11 +3,12 @@
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//forward declarations of common classes to eliminate includes
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class SOLDIERTYPE;
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struct SoldierID;
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void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier );
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void MercDailyUpdate();
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void MercsContractIsFinished( UINT16 ubID );
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void RPCWhineAboutNoPay( UINT16 ubID );
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void MercsContractIsFinished( SoldierID ubID );
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void RPCWhineAboutNoPay( SoldierID ubID );
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void MercComplainAboutEquipment( UINT8 ubProfileID );
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BOOLEAN SoldierHasWorseEquipmentThanUsedTo( SOLDIERTYPE *pSoldier );
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void UpdateBuddyAndHatedCounters( void );
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