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Use SoldierID
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+14
-14
@@ -574,7 +574,6 @@ INT16 gsStrategicDiseaseOriginSector = -1;
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
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{
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SOLDIERTYPE Soldier;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier;
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BOOLEAN fGuyAvail = FALSE;
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UINT16 bLastTeamID;
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@@ -761,7 +760,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
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if( guiCurrentScreen != AUTORESOLVE_SCREEN )
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{
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cnt = gTacticalStatus.Team[ Soldier.bTeam ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ Soldier.bTeam ].bFirstID;
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// ATE: If we are a vehicle, and a player, start at a different slot ( 2 - max )
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if( Soldier.ubBodyType == HUMVEE ||
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@@ -778,8 +777,9 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
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bLastTeamID = gTacticalStatus.Team[ Soldier.bTeam ].bLastID;
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// look for all mercs on the same team,
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
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for ( ; cnt <= bLastTeamID; ++cnt )
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{
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pTeamSoldier = cnt;
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if ( !pTeamSoldier->bActive )
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{
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fGuyAvail = TRUE;
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@@ -794,7 +794,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
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}
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// OK, set ID
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Soldier.ubID = (UINT16)cnt;
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Soldier.ubID = cnt;
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*pubID = Soldier.ubID;
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}
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@@ -3031,7 +3031,7 @@ void ForceSoldierProfileID( SOLDIERTYPE *pSoldier, UINT8 ubProfileID )
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SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
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{
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INT32 i, iStart, iEnd;
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SoldierID i, iStart, iEnd;
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SOLDIERTYPE *pSoldier;
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//This code looks for a soldier of specified type that currently exists in tactical and
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//returns the pointer to that soldier. This is used when copying the exact status of
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@@ -3049,13 +3049,13 @@ SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
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iEnd = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID;
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}
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for( i = iStart; i <= iEnd; ++i )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && !TileIsOutOfBounds(MercPtrs[ i ]->sGridNo))
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{
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if( i->bActive && i->bInSector && i->stats.bLife && !TileIsOutOfBounds(i->sGridNo))
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{
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if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass )
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if( i->ubSoldierClass == ubSoldierClass )
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{
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//reserve this soldier
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MercPtrs[ i ]->sGridNo = NOWHERE;
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i->sGridNo = NOWHERE;
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//Allocate and copy the soldier
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pSoldier = new SOLDIERTYPE(*MercPtrs[i]); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
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@@ -3348,7 +3348,7 @@ SOLDIERTYPE* TacticalCreateZombie()
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SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
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{
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INT32 i, iStart, iEnd;
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SoldierID i, iStart, iEnd;
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SOLDIERTYPE *pSoldier;
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// For description look original ReserveTacticalSoldierForAutoresolve()
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@@ -3356,14 +3356,14 @@ SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
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iStart = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
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iEnd = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID;
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for( i = iStart; i <= iEnd; i++ )
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for( i = iStart; i <= iEnd; ++i )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && !TileIsOutOfBounds(MercPtrs[ i ]->sGridNo))
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if( i->bActive && i->bInSector && i->stats.bLife && !TileIsOutOfBounds(i->sGridNo))
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{
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if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass )
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if( i->ubSoldierClass == ubSoldierClass )
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{
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//reserve this soldier
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MercPtrs[ i ]->sGridNo = NOWHERE;
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i->sGridNo = NOWHERE;
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//Allocate and copy the soldier
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pSoldier = new SOLDIERTYPE(*MercPtrs[i]); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
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