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use SoldierID
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@@ -175,8 +175,7 @@ void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8
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void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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UINT16 ubKillerSoldierID = NOBODY;
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SoldierID ubKillerSoldierID = NOBODY;
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// Start victory music here...
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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@@ -189,11 +188,13 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLev
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// STEP 1 ) START ALL QUOTES GOING!
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// OK - loop through all witnesses and see if they want to say something abou this...
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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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if ( cnt != ubKillerSoldierID )
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{
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
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