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Use SoldierID
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@@ -282,9 +282,9 @@ void UpdateMilitia( MILITIA aMilitia )
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SOLDIERTYPE* GetUsedSoldierToIndividualMilitia( UINT32 aMilitiaId )
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{
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for ( UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
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for ( SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[cnt];
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SOLDIERTYPE *pSoldier = cnt;
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if ( pSoldier && pSoldier->bActive && pSoldier->usIndividualMilitiaID == aMilitiaId )
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{
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return pSoldier;
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@@ -300,11 +300,11 @@ void ApplyTacticalLifeRatioToMilitia()
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if ( !gGameExternalOptions.fIndividualMilitia )
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return;
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SOLDIERTYPE* pSoldier;
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UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
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SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( ; cnt < lastid; ++cnt )
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{
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SOLDIERTYPE *pSoldier = cnt;
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MILITIA militia;
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if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
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{
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@@ -326,11 +326,11 @@ void ApplyMilitiaHealthRatioToTactical()
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if ( !gGameExternalOptions.fIndividualMilitia || !gGameExternalOptions.fIndividualMilitia_ManageHealth )
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return;
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SOLDIERTYPE* pSoldier;
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UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
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SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( ; cnt < lastid; ++cnt )
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{
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SOLDIERTYPE *pSoldier = cnt;
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MILITIA militia;
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if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
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{
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@@ -696,12 +696,12 @@ UINT32 GetIdOfUnusedIndividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
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// fitting data found - now we have to make sure this one isn't already in use
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BOOLEAN found = FALSE;
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SOLDIERTYPE* pSoldier;
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INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
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SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( ; cnt < lastid; ++cnt )
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{
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SOLDIERTYPE *pSoldier = cnt;
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if ( pSoldier && pSoldier->bActive && ( *it ).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId( pSoldier->usIndividualMilitiaID ) )
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{
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found = TRUE;
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@@ -853,10 +853,11 @@ FLOAT PromoteIndividualMilitiaInSector( UINT8 aSector, FLOAT aPointsToAdd )
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{
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BOOLEAN changesnecessary = FALSE;
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SOLDIERTYPE* pSoldier = NULL;
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int cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt, ++pSoldier )
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SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( ; cnt < lastid; ++cnt )
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{
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SOLDIERTYPE *pSoldier = cnt;
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MILITIA militia;
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if ( pSoldier && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
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