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Use SoldierID
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+14
-14
@@ -72,7 +72,6 @@ BOOLEAN FindAutobandageClimbPoint( INT32 sDesiredGridNo, BOOLEAN fClimbUp )
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BOOLEAN FullPatientCheck( SOLDIERTYPE * pPatient )
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{
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UINT16 cnt;
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SOLDIERTYPE * pSoldier;
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if ( CanCharacterAutoBandageTeammate( pPatient ) )
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@@ -90,9 +89,10 @@ BOOLEAN FullPatientCheck( SOLDIERTYPE * pPatient )
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else
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{
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// run though the list of chars on team
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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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// can this character help out?
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if ( CanCharacterAutoBandageTeammate( pSoldier ) == TRUE )
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{
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@@ -119,17 +119,16 @@ BOOLEAN FullPatientCheck( SOLDIERTYPE * pPatient )
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BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck )
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{
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// returns false if we should stop being in auto-bandage mode
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UINT16 cnt;
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UINT16 ubMedics = 0, ubPatients = 0;
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SOLDIERTYPE * pSoldier;
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static SoldierID ubIDForFullCheck = NOBODY;
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// run though the list of chars on team
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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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// can this character help out?
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if( CanCharacterAutoBandageTeammate( pSoldier ) == TRUE )
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if( CanCharacterAutoBandageTeammate( cnt ) == TRUE )
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{
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// yep, up the number of medics in sector
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ubMedics++;
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@@ -143,8 +142,9 @@ BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck )
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}
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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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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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// can this character be helped out by a teammate?
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if ( CanCharacterBeAutoBandagedByTeammate( pSoldier ) == TRUE )
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{
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@@ -227,7 +227,6 @@ BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier )
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INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb )
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{
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UINT16 cnt;
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UINT8 cnt2;
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INT32 bBestPriority = 0, sBestAdjGridNo = NOWHERE;
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INT32 sPatientGridNo = NOWHERE, sBestPatientGridNo = NOWHERE;
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@@ -244,9 +243,10 @@ INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb )
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gubGlobalPathFlags = PATH_THROUGH_PEOPLE;
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// search for someone who needs aid
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pPatient = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pPatient++)
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SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
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{
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pPatient = cnt;
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if ( !(pPatient->bActive) || !(pPatient->bInSector) )
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{
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continue; // NEXT!!!
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@@ -475,13 +475,13 @@ INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier )
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BOOLEAN DoctorIsPresent( SOLDIERTYPE * pPatient, BOOLEAN fOnDoctorAssignmentCheck )
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{
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SOLDIERTYPE * pMedic = NULL;
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UINT16 cnt;
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INT8 bSlot;
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BOOLEAN fDoctorHasBeenFound = FALSE;
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pMedic = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pMedic++)
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SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
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{
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pMedic = cnt;
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if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
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{
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// is nowhere around!
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