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Use SoldierID
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@@ -184,8 +184,8 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
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// MercDailyUpdate() gets called every day at midnight. If something is to happen to a merc that day, add an event for it.
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void MercDailyUpdate()
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{
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INT32 cnt;
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UINT16 bLastTeamID;
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SoldierID id;
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SoldierID bLastTeamID;
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SOLDIERTYPE *pSoldier;
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//SOLDIERTYPE *pQuitList[ 21 ];
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MERCPROFILESTRUCT *pProfile;
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@@ -217,12 +217,13 @@ void MercDailyUpdate()
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AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_2, 0 );
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AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_3, 0 );
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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//loop though all the mercs
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; ++cnt,++pSoldier)
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for ( ; id <= bLastTeamID; ++id)
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{
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pSoldier = id;
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//if the merc is active
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if ( ( pSoldier->bActive )&&( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
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{
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@@ -374,11 +375,10 @@ void MercDailyUpdate()
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}
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}
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//r eset the counter
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cnt = 0;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
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//reset the counter
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for ( id = 0; id <= bLastTeamID; ++id )
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{
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pSoldier = id;
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//if the merc is active
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if ( ( pSoldier->bActive )&&( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
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{
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@@ -402,7 +402,7 @@ void MercDailyUpdate()
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// WANNE: Only send mails from the original 1.13 merc, and not from the wildfire merc,
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// otherwise we get wrong mails cause of hardcoded Email.edt structure!!!!!
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UINT16 numOriginalProfiles = 255;
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for( cnt = 0; cnt < numOriginalProfiles; ++cnt)
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for( UINT16 cnt = 0; cnt < numOriginalProfiles; ++cnt)
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{
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pProfile = &(gMercProfiles[ cnt ]);
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@@ -900,7 +900,7 @@ void MercComplainAboutEquipment( UINT8 ubProfile )
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void UpdateBuddyAndHatedCounters( void )
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{
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UINT16 bMercID, bOtherID, bLastTeamID;
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SoldierID bMercID, bOtherID, bLastTeamID;
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INT32 iLoop;
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UINT8 ubOtherProfileID;
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SOLDIERTYPE *pSoldier;
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@@ -913,8 +913,9 @@ void UpdateBuddyAndHatedCounters( void )
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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//loop though all the mercs
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for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
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for ( ; bMercID <= bLastTeamID; ++bMercID )
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{
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pSoldier = bMercID;
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fSameGroupOnly = FALSE;
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//if the merc is active and on a combat assignment
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@@ -931,9 +932,9 @@ void UpdateBuddyAndHatedCounters( void )
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fUpdatedTimeTillNextHatedComplaint = FALSE;
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bOtherID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pOtherSoldier = MercPtrs[ bOtherID ]; bOtherID <= bLastTeamID; bOtherID++, pOtherSoldier++)
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for ( ; bOtherID <= bLastTeamID; ++bOtherID )
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{
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pOtherSoldier = bOtherID;
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// is this guy in the same sector and on active duty (or in the same moving group)
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if (bOtherID != bMercID && pOtherSoldier->bActive && pOtherSoldier->bAssignment < ON_DUTY )
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@@ -1248,15 +1249,16 @@ void UpdateBuddyAndHatedCounters( void )
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void HourlyCamouflageUpdate( void )
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{
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UINT16 bMercID, bLastTeamID;
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SoldierID bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier;
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BOOLEAN camoWoreOff = FALSE;
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bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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// loop through all mercs
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for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
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for ( ; bMercID <= bLastTeamID; ++bMercID )
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{
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pSoldier = bMercID;
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if ( pSoldier->bActive )
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{
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// SANDRO - new Ranger trait reduces camo degrading, which replaces camouflage trait
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