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Convert MapScreenCharacterSt::usSolID to SoldierID
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+18
-17
@@ -632,7 +632,7 @@ BOOLEAN ValidTrainingPartnerInSameSectorOnAssignmentFound( SOLDIERTYPE *pSoldier
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extern void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE *pSoldier );
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extern BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber );
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extern BOOLEAN CanChangeSleepStatusForCharSlot( INT16 bCharNumber );
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// only 2 trainers are allowed per sector, so this function counts the # in a guy's sector
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// HEADROCK HAM 3.6: Now takes an extra argument for Militia Type
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@@ -3106,7 +3106,7 @@ void VerifyTownTrainingIsPaidFor( void )
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continue;
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}
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pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
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pSoldier = gCharactersList[ iCounter ].usSolID;
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if( pSoldier->bActive && ( pSoldier->bAssignment == TRAIN_TOWN ) )
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{
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@@ -9643,7 +9643,8 @@ void CreateDestroyMouseRegionsForAssignmentMenu( void )
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return;
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}
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if( ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].stats.bLife == 0 ) || ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].bAssignment == ASSIGNMENT_POW ) )
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if( ( gCharactersList[bSelectedAssignChar].usSolID->stats.bLife == 0 ) || ( gCharactersList[bSelectedAssignChar].usSolID->bAssignment == ASSIGNMENT_POW ) )
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{
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// dead guy handle menu stuff
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fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu;
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@@ -11114,7 +11115,7 @@ void DetermineWhichAssignmentMenusCanBeShown( void )
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CreateDestroyMouseRegionForFacilityMenu();
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CreateDestroyMouseRegionsForFacilityAssignmentMenu();
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if( ( ( Menptr[gCharactersList[ bSelectedInfoChar ].usSolID].stats.bLife == 0 )||( Menptr[gCharactersList[bSelectedInfoChar].usSolID].bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) )
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if( ( ( gCharactersList[ bSelectedInfoChar ].usSolID->stats.bLife == 0 )||( gCharactersList[bSelectedInfoChar].usSolID->bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) )
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{
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// show basic assignment menu
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ShowBox( ghRemoveMercAssignBox );
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@@ -11596,7 +11597,7 @@ void CreateDestroyMouseRegionsForContractMenu( void )
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return;
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}
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if( Menptr[gCharactersList[bSelectedContractChar].usSolID].stats.bLife == 0 )
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if( gCharactersList[bSelectedContractChar].usSolID->stats.bLife == 0 )
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{
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// dead guy handle menu stuff
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@@ -12825,7 +12826,7 @@ void ContractMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
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{
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pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
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pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
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}
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else
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{
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@@ -18406,7 +18407,7 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn
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if( gCharactersList[ iCounter ].fValid )
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{
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// get the soldier pointer
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pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
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pSoldier = gCharactersList[ iCounter ].usSolID;
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if( pSoldier->bActive == FALSE )
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{
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@@ -18807,7 +18808,7 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
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{
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if( gCharactersList[ bSelectedAssignChar ].fValid == TRUE )
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{
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pSelectedSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ];
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pSelectedSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
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}
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}
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@@ -18819,9 +18820,9 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
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if( ( gCharactersList[ iCounter ].fValid ) &&
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( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) &&
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( iCounter != bSelectedAssignChar ) &&
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!(Menptr[ gCharactersList[ iCounter ].usSolID].flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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!(gCharactersList[ iCounter ].usSolID->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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{
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pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
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pSoldier = gCharactersList[ iCounter ].usSolID;
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// assume it's NOT gonna work
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fItWorked = FALSE;
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@@ -19616,13 +19617,13 @@ SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK, BOOLEAN fReturnVehicleDr
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if( ( bSelectedAssignChar >= 0 ) && ( bSelectedAssignChar < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) &&
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( gCharactersList[ bSelectedAssignChar ].fValid ) )
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{
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pSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ];
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pSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
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}
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}
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else
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{
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// tactical version
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pSoldier = &Menptr[ gusUIFullTargetID ];
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pSoldier = gusUIFullTargetID;
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}
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if ( !fNullOK )
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@@ -20079,7 +20080,7 @@ BOOLEAN FindAnyAwakeTrainers( SOLDIERTYPE *pTrainee )
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while(gCharactersList[ubCounter].fValid)
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{
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pTrainer = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
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pTrainer = gCharactersList[ ubCounter ].usSolID;
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// Is trainer awake?
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if (pTrainer->bAssignment == TRAIN_TEAMMATE && pTrainer->bTrainStat == pTrainee->bTrainStat &&
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@@ -20115,7 +20116,7 @@ BOOLEAN FindAnyAwakeTrainees( SOLDIERTYPE *pTrainer )
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while(gCharactersList[ubCounter].fValid)
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{
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pTrainee = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
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pTrainee = gCharactersList[ ubCounter ].usSolID;
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// Is trainee awake?
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if (pTrainee->bAssignment == TRAIN_BY_OTHER && pTrainee->bTrainStat == pTrainer->bTrainStat &&
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@@ -21058,7 +21059,7 @@ INT8 CountFreeFacilitySlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilityType )
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// Count number of people doing anything at this facility.
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while(gCharactersList[ubCounter].fValid)
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{
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pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
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pSoldier = gCharactersList[ ubCounter ].usSolID;
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// Is character operating this facility?
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if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
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@@ -21101,7 +21102,7 @@ INT8 CountFreeFacilityAssignmentSlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilit
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// Count number of people doing this assignment at this facility.
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while(gCharactersList[ubCounter].fValid)
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{
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pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
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pSoldier = gCharactersList[ ubCounter ].usSolID;
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// Is character operating this facility?
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if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
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@@ -21527,7 +21528,7 @@ void ResetAllExpensiveFacilityAssignments()
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while(gCharactersList[ubCounter].fValid)
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{
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pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
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pSoldier = gCharactersList[ ubCounter ].usSolID;
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// Is character doing facility work?
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INT8 ubAssignmentIndex = GetSoldierFacilityAssignmentIndex( pSoldier );
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