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Use SoldierID
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@@ -1713,9 +1713,9 @@ void GiveQuestRewardPoint( INT16 sQuestSectorX, INT16 sQuestsSectorY, INT8 bExpR
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{
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ScreenMsg( FONT_MCOLOR_LTBLUE, MSG_TESTVERSION, L"QUEST COMPLETED - Adding to merc records and awarding experiences (%d).", (bExpReward * gGameExternalOptions.usAwardSpecialExpForQuests) );
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for ( SoldierID i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++i )
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for ( SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
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{
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SOLDIERTYPE *pSoldier = i;
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SOLDIERTYPE *pSoldier = id;
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if( pSoldier->bActive && pSoldier->stats.bLife >= CONSCIOUSNESS && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && pSoldier->ubProfile != NO_PROFILE &&
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pSoldier->sSectorX == sQuestSectorX && pSoldier->sSectorY == sQuestsSectorY && !pSoldier->flags.fBetweenSectors && pSoldier->bTeam == gbPlayerNum &&
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pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && gMercProfiles[ pSoldier->ubProfile ].ubBodyType != 21 ) // != ROBOTNOWEAPON )
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@@ -185,7 +185,7 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
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void MercDailyUpdate()
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{
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SoldierID id;
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SoldierID bLastTeamID;
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SoldierID lastid;
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SOLDIERTYPE *pSoldier;
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//SOLDIERTYPE *pQuitList[ 21 ];
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MERCPROFILESTRUCT *pProfile;
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@@ -218,10 +218,10 @@ void MercDailyUpdate()
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AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_3, 0 );
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id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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lastid = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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//loop though all the mercs
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for ( ; id <= bLastTeamID; ++id)
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for ( ; id <= lastid; ++id)
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{
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pSoldier = id;
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//if the merc is active
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@@ -376,7 +376,7 @@ void MercDailyUpdate()
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}
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//reset the counter
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for ( id = 0; id <= bLastTeamID; ++id )
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for ( id = 0; id <= lastid; ++id )
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{
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pSoldier = id;
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//if the merc is active
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