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Use SoldierID
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@@ -679,7 +679,6 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
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INT8 bTownId = 0;
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INT32 iLoyaltyChange = 0;
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INT8 bSeenState = 0;
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INT32 iCounter = 0;
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SOLDIERTYPE *pCivSoldier = NULL;
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UINT32 uiChanceFalseAccusal = 0;
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INT8 bKillerTeam = 0;
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@@ -789,10 +788,10 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
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// check if LOS between any civ, killer and killed
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// if so, then do not adjust
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for( iCounter = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iCounter++ )
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for( SoldierID iCounter = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++iCounter )
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{
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// set current civ soldier
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pCivSoldier = MercPtrs[ iCounter ];
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pCivSoldier = iCounter;
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if ( pCivSoldier == pSoldier )
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{
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@@ -2129,13 +2128,12 @@ BOOLEAN DidFirstBattleTakePlaceInThisTown( INT8 bTownId )
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UINT32 PlayerStrength( void )
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{
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UINT16 ubLoop;
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SOLDIERTYPE * pSoldier;
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SOLDIERTYPE *pSoldier;
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UINT32 uiStrength, uiTotal = 0;
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for ( ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++ )
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for ( SoldierID ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
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{
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pSoldier = MercPtrs[ ubLoop ];
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pSoldier = ubLoop;
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if ( pSoldier->bActive )
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{
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if ( pSoldier->bInSector || (pSoldier->flags.fBetweenSectors && SECTORX( pSoldier->ubPrevSectorID ) == gWorldSectorX && SECTORY( pSoldier->ubPrevSectorID ) == gWorldSectorY && (pSoldier->bSectorZ == gbWorldSectorZ)) )
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@@ -2151,13 +2149,12 @@ UINT32 PlayerStrength( void )
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UINT32 EnemyStrength( void )
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{
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UINT16 ubLoop;
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SOLDIERTYPE * pSoldier;
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UINT32 uiStrength, uiTotal = 0;
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for ( ubLoop = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
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for ( SoldierID ubLoop = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++ubLoop )
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{
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pSoldier = MercPtrs[ ubLoop ];
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pSoldier = ubLoop;
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if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral )
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{
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// count this person's strength (condition), calculated as life reduced up to half according to maxbreath
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