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Use SoldierID
This commit is contained in:
+30
-30
@@ -103,13 +103,13 @@ void ValidateEnemiesHaveWeapons()
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{
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#ifdef JA2BETAVERSION
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SGPRect CenteringRect= {0 + xResOffset, 0, SCREEN_WIDTH - xResOffset, SCREEN_HEIGHT };
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INT32 i, iErrorDialog;
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INT32 iErrorDialog;
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SOLDIERTYPE *pSoldier;
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INT32 iNumInvalid = 0;
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for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++i )
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for( SoldierID i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++i )
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{
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( !pSoldier->bActive || !pSoldier->bInSector )
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{
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continue;
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@@ -287,11 +287,12 @@ UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSecto
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{
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UINT16 teammemberspresent = 0;
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SOLDIERTYPE* pTeamSoldier = NULL;
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
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SOLDIERTYPE *pTeamSoldier = NULL;
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SoldierID bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( ; bMercID <= bLastTeamID; ++bMercID )
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{
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pTeamSoldier = bMercID;
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// we test several conditions before we allow adding an opinion
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// other merc must be active, have a profile, be someone else and not be in transit or dead
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if ( pTeamSoldier->bActive && !pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->stats.bLife > 0 && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
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@@ -505,7 +506,6 @@ void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumA
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void EndTacticalBattleForEnemy()
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{
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GROUP *pGroup;
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INT32 i;
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//Clear enemies in battle for all stationary groups in the sector.
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if( gbWorldSectorZ > 0 )
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@@ -558,15 +558,15 @@ void EndTacticalBattleForEnemy()
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//Check to see if any of our mercs have abandoned the militia during a battle. This is cause for a rather
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//severe loyalty blow.
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for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++i )
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for( SoldierID i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++i )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE )
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{ //found one live militia, so look for any enemies/creatures.
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// NOTE: this is relying on ENEMY_TEAM being immediately followed by CREATURE_TEAM
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for(UINT16 j = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; j <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
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for( SoldierID j = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; j <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++j )
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{
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SOLDIERTYPE *pEnemy = MercPtrs[j];
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SOLDIERTYPE *pEnemy = j;
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if( pEnemy->bActive && pEnemy->bInSector && pEnemy->stats.bLife >= OKLIFE )
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{ //confirmed at least one enemy here, so do the loyalty penalty.
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ABANDON_MILITIA, gWorldSectorX, gWorldSectorY, 0 );
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@@ -583,9 +583,9 @@ UINT16 NumFreeSlots( UINT8 ubTeam )
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UINT16 ubNumFreeSlots = 0;
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//Count the number of free enemy slots. It is possible to have multiple groups exceed the maximum.
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for ( INT32 i = gTacticalStatus.Team[ubTeam].bFirstID; i <= gTacticalStatus.Team[ubTeam].bLastID; ++i )
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for ( SoldierID i = gTacticalStatus.Team[ubTeam].bFirstID; i <= gTacticalStatus.Team[ubTeam].bLastID; ++i )
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{
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if ( !Menptr[i].bActive )
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if ( !i->bActive )
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++ubNumFreeSlots;
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}
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@@ -2106,14 +2106,14 @@ void AddPossiblePendingEnemiesToBattle()
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void NotifyPlayersOfNewEnemies()
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{
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INT32 iSoldiers, iChosenSoldier, i;
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INT32 iSoldiers, iChosenSoldier;
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SOLDIERTYPE *pSoldier;
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BOOLEAN fIgnoreBreath = FALSE;
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iSoldiers = 0;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{ //find a merc that is aware.
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bBreath >= OKBREATH )
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{
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iSoldiers++;
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@@ -2123,9 +2123,9 @@ void NotifyPlayersOfNewEnemies()
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{ // look for an out of breath merc.
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fIgnoreBreath = TRUE;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{ //find a merc that is aware.
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
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{
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iSoldiers++;
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@@ -2135,9 +2135,9 @@ void NotifyPlayersOfNewEnemies()
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if( iSoldiers )
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{
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iChosenSoldier = Random( iSoldiers );
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{ //find a merc that is aware.
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE &&
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( ( pSoldier->bBreath >= OKBREATH ) || fIgnoreBreath ) )
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{
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@@ -2969,13 +2969,13 @@ BOOLEAN PlayerSectorDefended( UINT8 ubSectorID )
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BOOLEAN OnlyHostileCivsInSector()
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{
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SOLDIERTYPE *pSoldier;
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INT32 i;
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SoldierID i;
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BOOLEAN fHostileCivs = FALSE;
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//Look for any hostile civs.
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for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
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for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++i )
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{
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
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{
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if( !pSoldier->aiData.bNeutral )
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@@ -2990,9 +2990,9 @@ BOOLEAN OnlyHostileCivsInSector()
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return FALSE;
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}
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//Look for anybody else hostile. If found, return FALSE immediately.
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for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
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for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++i )
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{
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
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{
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if( !pSoldier->aiData.bNeutral )
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@@ -3001,9 +3001,9 @@ BOOLEAN OnlyHostileCivsInSector()
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}
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}
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}
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for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
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for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
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{
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
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{
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if( !pSoldier->aiData.bNeutral )
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@@ -3012,9 +3012,9 @@ BOOLEAN OnlyHostileCivsInSector()
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}
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}
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}
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for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
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for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++i )
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{
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pSoldier = MercPtrs[ i ];
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pSoldier = i;
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if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
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{
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if( !pSoldier->aiData.bNeutral )
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