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Use SoldierID
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@@ -46,7 +46,6 @@ void HandleRPCDescription( )
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc = 0;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt2;
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BOOLEAN fSAMSite = FALSE;
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@@ -97,12 +96,13 @@ void HandleRPCDescription( )
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// OK, count how many rpc guys we have....
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// set up soldier ptr as first element in mercptrs list
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cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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if (gTacticalStatus.ubGuideDescriptionToUse != 100)
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{
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// run through list
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for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
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for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
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{
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pTeamSoldier = cnt2;
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// Add guy if he's a candidate...
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if ( RPC_RECRUITED( pTeamSoldier ) )
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{
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@@ -137,8 +137,9 @@ void HandleRPCDescription( )
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{
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// run through list
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cnt2 = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
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for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
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{
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pTeamSoldier = cnt2;
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if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
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pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
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pTeamSoldier->bSectorZ == gbWorldSectorZ &&
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@@ -154,7 +155,6 @@ void HandleRPCDescription( )
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void HandleTacticalEndTurn( )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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UINT32 uiTime;
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static UINT32 uiTimeSinceLastStrategicUpdate = 0;
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@@ -239,9 +239,10 @@ void HandleTacticalEndTurn( )
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BeginLoggingForBleedMeToos( TRUE );
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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{
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// Handle everything from getting breath back, to bleeding, etc
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@@ -275,7 +276,7 @@ void HandleTacticalEndTurn( )
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// OK, loop through the mercs to perform 'end turn' events on each...
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// We're looping through only mercs in tactical engine, ignoring our mercs
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// because they were done earilier...
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for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
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for ( UINT32 cnt = 0; cnt < guiNumMercSlots; cnt++ )
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{
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pSoldier = MercSlots[ cnt ];
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