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Use SoldierID
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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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