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Use SoldierID
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@@ -5456,9 +5456,9 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
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// merc recoeds - get a point to scouts
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if ( fBloodCatAmbushPrevented )
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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->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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if ( pSoldier->sSectorX == pGroup->ubSectorX && pSoldier->sSectorY == pGroup->ubSectorY && pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && pSoldier->stats.bLife >= OKLIFE )
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@@ -5939,12 +5939,10 @@ BOOLEAN ValidateGroups( GROUP *pGroup )
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BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY )
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{
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BOOLEAN fScoutPresent = FALSE;
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INT32 i;
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// sevenfm: scout should not be sleeping, in vehicle or on assignment
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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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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if( pSoldier->bActive &&
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pSoldier->stats.bLife >= OKLIFE &&
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pSoldier->sSectorX == ubSectorNumX &&
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@@ -5982,9 +5980,9 @@ BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN a
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if ( !gGameOptions.fNewTraitSystem )
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return FALSE;
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for ( int 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->bActive && pSoldier->stats.bLife >= OKLIFE && SPY_LOCATION( pSoldier->bAssignment ) )
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{
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if ( pSoldier->sSectorX == ubSectorNumX && pSoldier->sSectorY == ubSectorNumY && pSoldier->bSectorZ == 10 )
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