mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Use SoldierID
This commit is contained in:
@@ -6926,12 +6926,12 @@ BOOLEAN SaveSoldierStructure( HWFILE hFile )
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BOOLEAN LoadSoldierStructure( HWFILE hFile )
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{
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UINT16 cnt;
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UINT32 uiNumBytesRead=0;
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UINT16 ubId;
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UINT16 cnt;
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UINT32 uiNumBytesRead=0;
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SoldierID ubId;
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UINT8 ubOne = 1;
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UINT8 ubActive = 1;
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UINT32 uiPercentage;
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UINT32 uiPercentage;
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SOLDIERTYPE SavedSoldierInfo;
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//Loop through all the soldier and delete them all
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@@ -1082,7 +1082,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
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send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input;
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SOLDIERTYPE *pSoldier;
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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BOOLEAN fReturn = FALSE;
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@@ -1097,7 +1097,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
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TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ;
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pSoldier = &Menptr[iNewIndex];
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pSoldier = iNewIndex;
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pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
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gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
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@@ -1290,7 +1290,7 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct )
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void recieveAI (RPCParameters *rpcParameters)
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{
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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SOLDIERTYPE *pSoldier;
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AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input;
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@@ -1354,7 +1354,7 @@ void recieveAI (RPCParameters *rpcParameters)
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new_standard_data.fPlayerPlan=1;
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TacticalCreateSoldier( &new_standard_data, &iNewIndex );
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pSoldier = &Menptr[iNewIndex];
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pSoldier = iNewIndex;
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pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
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AddSoldierToSector( iNewIndex );
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@@ -3749,7 +3749,7 @@ void CreateTempPlayerMerc()
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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static INT32 iSoldierCount=0;
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UINT16 ubID;
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SoldierID ubID;
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//Init the merc create structure with basic information
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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@@ -2995,7 +2995,7 @@ void AddNPCToGridNo( INT32 iGridNo )
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT16 sSectorX, sSectorY;
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UINT16 ubID;
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SoldierID ubID;
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GetCurrentWorldSector( &sSectorX, &sSectorY );
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MercCreateStruct.bTeam = CIV_TEAM;
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@@ -37,12 +37,12 @@ BOOLEAN BeginUIPlan( SOLDIERTYPE *pSoldier )
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BOOLEAN AddUIPlan( INT32 sGridNo, UINT8 ubPlanID )
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{
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SOLDIERTYPE *pPlanSoldier;
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INT16 sXPos, sYPos;
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INT16 sAPCost = 0;
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INT8 bDirection;
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INT32 iLoop;
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INT16 sXPos, sYPos;
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INT16 sAPCost = 0;
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INT8 bDirection;
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INT32 iLoop;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT16 ubNewIndex;
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SoldierID ubNewIndex;
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// Depeding on stance and direction facing, add guy!
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@@ -127,7 +127,7 @@ UINT16 GetInitialHeliRandomTime();
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INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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{
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SOLDIERTYPE *pSoldier;
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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UINT8 ubCurrentSoldier = pHireMerc->ubProfileID;
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MERCPROFILESTRUCT *pMerc;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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@@ -1155,14 +1155,14 @@ INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier )
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void AddCrowToCorpse( ROTTING_CORPSE *pCorpse )
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT8 ubBodyType = CROW;
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UINT16 iNewIndex;
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INT32 sGridNo;
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UINT8 ubDirection;
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SOLDIERTYPE *pSoldier;
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INT8 ubBodyType = CROW;
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SoldierID iNewIndex;
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INT32 sGridNo;
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UINT8 ubDirection;
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SOLDIERTYPE *pSoldier;
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//DBrot: More Rooms
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//UINT8 ubRoomNum;
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UINT16 usRoomNum;
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//UINT8 ubRoomNum;
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UINT16 usRoomNum;
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// No crows inside :(
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if ( InARoom( pCorpse->def.sGridNo, &usRoomNum ) )
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{
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@@ -2918,7 +2918,7 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
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MercCreateStruct.fVisible = TRUE;
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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/* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and
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+19
-19
@@ -571,7 +571,7 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
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// For this reason, we add a little helper variable that stores such a sector.
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INT16 gsStrategicDiseaseOriginSector = -1;
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#pragma optimize("", off)
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID )
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
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{
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SOLDIERTYPE Soldier;
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INT32 cnt;
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@@ -3076,7 +3076,7 @@ SOLDIERTYPE* TacticalCreateAdministrator()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3109,7 +3109,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3143,7 +3143,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3185,7 +3185,7 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3227,7 +3227,7 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3270,7 +3270,7 @@ SOLDIERTYPE* TacticalCreateEnemyRobot()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3313,7 +3313,7 @@ SOLDIERTYPE* TacticalCreateZombie()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3387,7 +3387,7 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if (gpBattleGroup &&
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@@ -3428,7 +3428,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3454,7 +3454,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier = NULL;
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// this needs the covert ops trait, and thus the new trait system
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@@ -3503,9 +3503,9 @@ SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
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return NULL;
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UINT16 ubID = NOBODY;
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SOLDIERTYPE* pSoldier = NULL;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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SoldierID ubID = NOBODY;
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SOLDIERTYPE* pSoldier = NULL;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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MercCreateStruct.initialize( );
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MercCreateStruct.bTeam = CIV_TEAM;
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@@ -3602,7 +3602,7 @@ SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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// this needs the covert ops trait, and thus the new trait system
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@@ -3667,7 +3667,7 @@ SOLDIERTYPE* TacticalCreateBandit()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT16 ubID;
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SoldierID ubID;
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SOLDIERTYPE * pSoldier;
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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@@ -3858,7 +3858,7 @@ void CreatePrisonerOfWar()
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}
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT16 ubID;
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SoldierID ubID;
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static INT8 bPowBodyType = REGMALE;
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@@ -3940,7 +3940,7 @@ void CreateDownedPilot( )
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while ( TileIsOutOfBounds( sGridNo ) || FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ) || TERRAIN_IS_WATER( gpWorldLevelData[sGridNo].ubTerrainID ) || GridNoNearPlayerMercs( sGridNo, 25 ) );
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT16 ubID;
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SoldierID ubID;
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MercCreateStruct.initialize( );
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MercCreateStruct.bTeam = CIV_TEAM;
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@@ -4102,7 +4102,7 @@ void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID )
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// Create guy # X
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
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UINT16 ubID;
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SoldierID ubID;
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INT32 usMapPos;
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if ( GetMouseXY( &sGridX, &sGridY ) )
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@@ -460,7 +460,7 @@ void RandomizeNewSoldierStats( SOLDIERCREATE_STRUCT *pCreateStruct );
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//Kris:
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//Modified return type from BOOLEAN to SOLDIERTYPE*
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID );
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID );
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//Randomly generated enemies used by strategic AI.
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SOLDIERTYPE* TacticalCreateAdministrator();
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@@ -582,7 +582,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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UINT8 ubProfile;
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SOLDIERCREATE_STRUCT tempDetailedPlacement;
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SOLDIERTYPE *pSoldier;
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UINT16 ubID;
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SoldierID ubID;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddPlacementToWorld"));
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// First check if this guy has a profile and if so check his location such that it matches!
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@@ -2659,7 +2659,7 @@ void AddProfilesUsingProfileInsertionData()
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if( !pSoldier )
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{ //Create a new soldier, as this one doesn't exist
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT16 ubID;
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SoldierID ubID;
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//Set up the create struct so that we can properly create the profile soldier.
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MercCreateStruct.initialize();
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@@ -1559,19 +1559,19 @@ SOLDIERTYPE * FindSoldierByProfileID( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnl
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SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
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{
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UINT16 ubID;
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SOLDIERTYPE *pNewSoldier = NULL;
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SoldierID ubID;
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SOLDIERTYPE *pNewSoldier = NULL;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT32 cnt;
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INT32 sOldGridNo;
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UINT32 cnt;
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INT32 sOldGridNo;
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UINT16 ubOldID;
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UINT32 uiOldUniqueId;
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SoldierID ubOldID;
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UINT32 uiOldUniqueId;
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UINT32 uiSlot;
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SOLDIERTYPE *pGroupMember;
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UINT32 uiSlot;
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SOLDIERTYPE *pGroupMember;
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BOOLEAN success;
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BOOLEAN success;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ChangeSoldierTeam"));
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@@ -5471,7 +5471,7 @@ void CreateNextCivType()
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5518,7 +5518,7 @@ void CreateCow()
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5547,7 +5547,7 @@ void CreateBloodCat()
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5577,7 +5577,7 @@ void CreatePlayerControlledCow()
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RandomizeNewSoldierStats( &MercCreateStruct );
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5642,7 +5642,7 @@ void CreatePlayerControlledMonster()
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if ( GetMouseMapPos( &usMapPos ) )
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT16 iNewIndex;
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SoldierID iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.sSectorX = gWorldSectorX;
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