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Use SoldierID
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@@ -394,7 +394,7 @@ BOOLEAN PCInSameRoom( UINT8 ubProfileID )
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//DBrot: More Rooms
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//UINT8 ubRoom;
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UINT16 usRoom;
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UINT16 bLoop;
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SoldierID bLoop;
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SOLDIERTYPE * pSoldier;
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pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
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@@ -404,9 +404,9 @@ BOOLEAN PCInSameRoom( UINT8 ubProfileID )
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}
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usRoom = gusWorldRoomInfo[ pNPC->sGridNo ];
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for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
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for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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pSoldier = MercPtrs[ bLoop ];
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pSoldier = bLoop;
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if ( pSoldier && pSoldier->bActive && pSoldier->bInSector )
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{
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if ( gusWorldRoomInfo[ pSoldier->sGridNo ] == usRoom )
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@@ -536,12 +536,11 @@ BOOLEAN FemalePresent( UINT8 ubProfileID )
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BOOLEAN CheckPlayerHasHead( void )
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{
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UINT16 bLoop;
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SOLDIERTYPE * pSoldier;
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for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
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for ( SoldierID bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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pSoldier = MercPtrs[ bLoop ];
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pSoldier = bLoop;
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if ( pSoldier->bActive && pSoldier->stats.bLife > 0 )
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{
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@@ -1714,9 +1713,9 @@ void GiveQuestRewardPoint( INT16 sQuestSectorX, INT16 sQuestsSectorY, INT8 bExpR
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{
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ScreenMsg( FONT_MCOLOR_LTBLUE, MSG_TESTVERSION, L"QUEST COMPLETED - Adding to merc records and awarding experiences (%d).", (bExpReward * gGameExternalOptions.usAwardSpecialExpForQuests) );
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for ( UINT16 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
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for ( SoldierID i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].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->stats.bLife >= CONSCIOUSNESS && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && pSoldier->ubProfile != NO_PROFILE &&
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pSoldier->sSectorX == sQuestSectorX && pSoldier->sSectorY == sQuestsSectorY && !pSoldier->flags.fBetweenSectors && pSoldier->bTeam == gbPlayerNum &&
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pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && gMercProfiles[ pSoldier->ubProfile ].ubBodyType != 21 ) // != ROBOTNOWEAPON )
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