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Use SoldierID
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+6
-6
@@ -2913,7 +2913,6 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier, *pSoldier;
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INT32 cnt;
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// First get pointer to NPC
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pSoldier = FindSoldierByProfileID( ubNPC, FALSE );
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@@ -2921,11 +2920,12 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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// Loop through all our guys and randomly say one from someone in our sector
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// set up soldier ptr as first element in mercptrs list
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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{
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@@ -3649,7 +3649,6 @@ void TriggerFriendWithHostileQuote( UINT8 ubNPC )
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UINT16 ubNumMercsAvailable = 0, ubChosenMerc;
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SOLDIERTYPE * pTeamSoldier;
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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INT8 bTeam;
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// First get pointer to NPC
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@@ -3663,11 +3662,12 @@ void TriggerFriendWithHostileQuote( UINT8 ubNPC )
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// Loop through all our guys and find one to yell
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// set up soldier ptr as first element in mercptrs list
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cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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// Add guy if he's a candidate...
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if ( pTeamSoldier->bActive && pSoldier->bInSector && pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bBreath >= OKBREATH && pTeamSoldier->aiData.bOppCnt > 0 && pTeamSoldier->ubProfile != NO_PROFILE )
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{
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