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Use SoldierID
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@@ -1718,15 +1718,15 @@ BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, UINT8 ubSeat
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SOLDIERTYPE *GetVehicleSoldierPointerFromPassenger( SOLDIERTYPE *pSrcSoldier )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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// End the turn of player charactors
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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 ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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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->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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// Check ubID....
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@@ -2906,14 +2906,12 @@ BOOLEAN SoldierMustDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEA
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BOOLEAN OnlythisCanDriveVehicle( SOLDIERTYPE *pthis, INT32 iVehicleId )
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{
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INT32 iCounter = 0;
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SOLDIERTYPE *pSoldier = NULL;
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for( iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
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for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
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{
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// get the current soldier
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pSoldier = &Menptr[ iCounter ];
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pSoldier = id;
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// skip checking THIS soldier, we wanna know about everyone else
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if ( pSoldier == pthis )
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