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Use SoldierID
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+18
-15
@@ -18407,12 +18407,12 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn
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BOOLEAN IsAnyOneOnPlayersTeamOnThisAssignment( INT8 bAssignment )
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{
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SOLDIERTYPE *pSoldier = NULL;
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for( INT32 iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++iCounter )
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SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
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for( ; id <= lastid; ++id)
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{
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// get the current soldier
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pSoldier = &Menptr[ iCounter ];
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SOLDIERTYPE *pSoldier = id;
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// active?
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if( pSoldier->bActive == FALSE )
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@@ -18443,7 +18443,6 @@ void RebuildAssignmentsBox( void )
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void BandageBleedingDyingPatientsBeingTreated( )
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{
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INT32 iCounter = 0;
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SOLDIERTYPE *pSoldier = NULL;
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SOLDIERTYPE *pDoctor = NULL;
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INT32 iKitSlot;
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@@ -18452,10 +18451,10 @@ void BandageBleedingDyingPatientsBeingTreated( )
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UINT32 uiKitPtsUsed;
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BOOLEAN fSomeoneStillBleedingDying = FALSE;
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for( iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
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for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
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{
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// get the soldier
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pSoldier = &Menptr[ iCounter ];
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pSoldier = id;
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// check if the soldier is currently active?
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if( pSoldier->bActive == FALSE )
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@@ -19601,9 +19600,11 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
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fSomethingWasRepairedThisPass = FALSE;
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// look for jammed guns on other soldiers in sector and unjam them
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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const SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( ; id <= lastid; ++id )
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{
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pOtherSoldier = MercPtrs[ bLoop ];
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pOtherSoldier = id;
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// check character is valid, alive, same sector, not between, has inventory, etc.
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if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
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@@ -19621,9 +19622,11 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
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pBestOtherSoldier = NULL;
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// now look for items to repair on other mercs
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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const SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( ; id <= lastid; ++id )
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{
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pOtherSoldier = MercPtrs[ bLoop ];
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pOtherSoldier = id;
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// check character is valid, alive, same sector, not between, has inventory, etc.
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if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
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@@ -22806,11 +22809,11 @@ BOOLEAN MercStaffsMilitaryHQ()
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return TRUE;
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SOLDIERTYPE *pSoldier = NULL;
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UINT32 uiCnt = 0;
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UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
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for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
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SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
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for ( ; id <= lastid; ++id)
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{
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pSoldier = id;
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if( pSoldier && pSoldier->bAssignment == FACILITY_STRATEGIC_MILITIA_MOVEMENT && pSoldier->flags.fMercAsleep == FALSE )
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{
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return TRUE;
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