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Use SoldierID
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+10
-13
@@ -2953,17 +2953,14 @@ SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
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SOLDIERTYPE * FindSoldierByProfileID2( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly )
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{
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UINT16 cnt2, ubLoopLimit;
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SOLDIERTYPE * pSoldier;
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SoldierID soldier = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[CIV_TEAM].bLastID;
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ubLoopLimit = gTacticalStatus.Team[CIV_TEAM].bLastID;
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cnt2 = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt2++ ,pSoldier++)
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for ( ; soldier <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++soldier)
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{
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if ( pSoldier->bActive && pSoldier->bInSector )
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if ( soldier->bActive && soldier->bInSector )
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{
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return( pSoldier );
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return( soldier );
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}
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}
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return( NULL );
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@@ -5977,7 +5974,6 @@ return 0;
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static int l_ActionInProgress(lua_State *L)
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{
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UINT16 cnt2;
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SOLDIERTYPE * pSoldier;
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if (lua_gettop(L) >= 2)
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@@ -5995,9 +5991,10 @@ static int l_ActionInProgress(lua_State *L)
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}
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else
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{
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cnt2 = gTacticalStatus.Team[CIV_TEAM].bFirstID;
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for (pSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[CIV_TEAM].bLastID; cnt2++, pSoldier++)
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SoldierID cnt2 = gTacticalStatus.Team[CIV_TEAM].bFirstID;
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for ( ; cnt2 <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt2)
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{
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pSoldier = cnt2;
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if (pSoldier->bActive && pSoldier->bInSector && pSoldier->ubProfile == NO_PROFILE)
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{
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pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier);
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@@ -7623,9 +7620,9 @@ static int l_SetEnterCombatMode (lua_State *L)
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return 0;
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SOLDIERTYPE* pGoon = NULL;
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for ( UINT16 ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
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for ( SoldierID ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++ubLoop)
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{
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pGoon = MercPtrs[ ubLoop ];
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pGoon = ubLoop;
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if ( pGoon->ubCivilianGroup == group && pGoon->bActive && pGoon->bInSector && pGoon->stats.bLife >= OKLIFE && pGoon->aiData.bOppList[ ubID ] == SEEN_CURRENTLY )
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{
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MakeCivHostile(pGoon);
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