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Use SoldierID
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+14
-14
@@ -2178,9 +2178,9 @@ BOOLEAN SetupMissionAgentBox(UINT16 x, UINT16 y, INT8 index)
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// temp/fixme
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std::vector<SOLDIERTYPE*> mercs;
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for (UINT16 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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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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SOLDIERTYPE* pSoldier = i;
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if (pSoldier && pSoldier->bActive
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&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE)
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@@ -2823,9 +2823,9 @@ void PrepareMission(INT8 index)
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// confirmation popup
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std::vector<SOLDIERTYPE*> mercs;
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for (UINT16 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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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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SOLDIERTYPE* pSoldier = i;
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if (pSoldier && pSoldier->bActive
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&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE)
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@@ -2988,9 +2988,9 @@ void PrepareMission(INT8 index)
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if (!evt.sentGenericRebelAgent)
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{
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for (UINT16 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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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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SOLDIERTYPE* pSoldier = i;
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if (pSoldier->ubProfile == evt.mercProfileId)
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{
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TakeSoldierOutOfVehicle(pSoldier);
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@@ -4908,9 +4908,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
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// make sure the merc's still on our team
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BOOLEAN foundMerc = FALSE;
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for (UINT16 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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{
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const SOLDIERTYPE* pSoldier = MercPtrs[i];
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const SOLDIERTYPE* pSoldier = i;
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if (pSoldier->ubProfile == evt1.mercProfileId && pSoldier->bActive)
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{
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@@ -4979,9 +4979,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
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if (!evt1.sentGenericRebelAgent)
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{
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for (UINT16 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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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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SOLDIERTYPE* pSoldier = i;
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if (pSoldier->ubProfile == evt1.mercProfileId)
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{
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if (mission == RCAM_FORGE_TRANSPORT_ORDERS)
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@@ -5006,9 +5006,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
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{
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if (!evt1.sentGenericRebelAgent && foundMerc)
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{
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for (UINT16 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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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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SOLDIERTYPE* pSoldier = i;
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if (pSoldier->ubProfile == evt1.mercProfileId)
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{
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// mission failed! we tried, give some pity exp
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@@ -5028,9 +5028,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
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if (!evt1.sentGenericRebelAgent && foundMerc)
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{
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for (UINT16 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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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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SOLDIERTYPE* pSoldier = i;
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if (pSoldier->ubProfile == evt1.mercProfileId)
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{
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// merc ready for reassignment
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