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Use SoldierID
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@@ -1891,9 +1891,9 @@ void AddSoldierInitListMilitia( UINT16 ubNumGreen, UINT16 ubNumRegs, UINT16 ubNu
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{
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// determine how many militia have already been created in this sector (this can also have happened in another function), so count all active ones
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UINT16 tacticalmilitia = 0;
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for ( UINT16 i = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; i <= gTacticalStatus.Team[MILITIA_TEAM ].bLastID; ++i )
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for ( SoldierID i = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; i <= gTacticalStatus.Team[MILITIA_TEAM ].bLastID; ++i )
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{
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if ( MercPtrs[i]->bInSector && MercPtrs[i]->bActive )
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if ( i->bInSector && i->bActive )
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++tacticalmilitia;
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}
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@@ -3205,10 +3205,11 @@ void SectorAddAssassins( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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// count current number of civilians
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UINT16 numberofcivs = 0;
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SOLDIERTYPE* pTeamSoldier = NULL;
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INT32 cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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INT32 lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
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SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
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for ( ; cnt < lastid; ++cnt )
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{
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pTeamSoldier = cnt;
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// check if teamsoldier exists in this sector
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if ( pTeamSoldier && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->sSectorX == sMapX && pTeamSoldier->sSectorY == sMapY && pTeamSoldier->bSectorZ == sMapZ )
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++numberofcivs;
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@@ -3276,10 +3277,11 @@ void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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UINT16 numberofcivs = 0;
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UINT16 numberofpows = 0;
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SOLDIERTYPE* pTeamSoldier = NULL;
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INT32 cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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INT32 lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
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SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
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for ( ; cnt < lastid; ++cnt )
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{
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pTeamSoldier = cnt;
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// check if teamsoldier exists in this sector
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if ( pTeamSoldier && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->sSectorX == sMapX && pTeamSoldier->sSectorY == sMapY && pTeamSoldier->bSectorZ == sMapZ )
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++numberofcivs;
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