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Use SoldierID
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@@ -3719,26 +3719,27 @@ void OutOfStockMessageBoxCallBack( UINT8 bExitValue )
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UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
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{
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UINT8 ubItemCount=0;
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UINT16 ubMercCount;
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UINT8 ubPocketCount;
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UINT16 ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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UINT16 ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
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SoldierID id;
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SoldierID ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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SoldierID ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
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//loop through all the mercs on the team
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for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ++ubMercCount )
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for( id = ubFirstID; id <= ubLastID; ++id )
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{
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if( Menptr[ ubMercCount ].bActive )
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SOLDIERTYPE *pSoldier = id;
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if( pSoldier->bActive )
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{
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//loop through all the pockets on the merc
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UINT8 invsize = Menptr[ ubMercCount ].inv.size();
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UINT8 invsize = pSoldier->inv.size();
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for( ubPocketCount=0; ubPocketCount<invsize; ++ubPocketCount)
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{
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//if there is a weapon here
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if( Item[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
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if( Item[ pSoldier->inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
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{
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//if the weapon uses the same kind of ammo as the one passed in, return true
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if( Weapon[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
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if( Weapon[ pSoldier->inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
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{
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++ubItemCount;
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}
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