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Use SoldierID
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@@ -1272,11 +1272,11 @@ void HandleRottingCorpses( )
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// ATE: Check for multiple crows.....
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// Couint how many we have now...
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{
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UINT16 bLoop;
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SOLDIERTYPE * pSoldier;
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for ( bLoop=gTacticalStatus.Team[ CIV_TEAM ].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; bLoop++, pSoldier++)
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for ( SoldierID bLoop=gTacticalStatus.Team[ CIV_TEAM ].bFirstID; bLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++bLoop )
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{
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pSoldier = bLoop;
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if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
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{
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if ( pSoldier->ubBodyType == CROW )
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@@ -1344,8 +1344,7 @@ void MakeCorpseVisible( SOLDIERTYPE *pSoldier, ROTTING_CORPSE *pCorpse )
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void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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INT32 sGridNo;
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// If this cump is already visible, return
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@@ -1360,13 +1359,14 @@ void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam )
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}
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// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
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cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
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sGridNo = pCorpse->def.sGridNo;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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// ATE: Ok, lets check for some basic things here!
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if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector )
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{
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@@ -2526,7 +2526,6 @@ void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, U
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{
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ROTTING_CORPSE *pCorpse;
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INT8 bToleranceThreshold = 0;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier;
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if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpHeadShotOnly == 1 )
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@@ -2567,11 +2566,12 @@ void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, U
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if ( Random( 2 ) == 1 )
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{
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// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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// ATE: Ok, lets check for some basic things here!
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if ( pTeamSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->bActive && pTeamSoldier->bInSector )
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{
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