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Use SoldierID
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@@ -1759,9 +1759,10 @@ void AdditionalTacticalCharacterDialogue_AllInSector(INT16 aSectorX, INT16 aSect
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UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3, INT32 aAroundGridno, INT32 aRadius )
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{
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SOLDIERTYPE* pSoldier;
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int cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, pSoldier++ )
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SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
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{
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pSoldier = cnt;
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if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive &&
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pSoldier->ubProfile != ausIgnoreProfile &&
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pSoldier->sSectorX == aSectorX && pSoldier->sSectorY == aSectorY && pSoldier->bSectorZ == aSectorZ &&
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@@ -3122,10 +3123,10 @@ void HandleDialogueEnd( FACETYPE *pFace )
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break;
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default:
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// select random enemy, who we see, who sees us and isn't deaf
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for(UINT16 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ )
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for( SoldierID cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; ++cnt )
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{
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if( MercPtrs[cnt] != NULL && MercPtrs[cnt]->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY
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&& MercPtrs[pSoldier->ubID]->aiData.bOppList[cnt] == SEEN_CURRENTLY && !( MercPtrs[cnt]->bDeafenedCounter > 0 ) )
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if( cnt->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY
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&& pSoldier->ubID->aiData.bOppList[cnt] == SEEN_CURRENTLY && !( cnt->bDeafenedCounter > 0 ) )
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{
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ubSeenEnemies[ubSeenEnemiesCnt] = cnt;
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ubSeenEnemiesCnt++;
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@@ -3297,16 +3298,16 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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// Loop through all our guys and randomly say one from someone in our sector
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// set up soldier ptr as first element in mercptrs list
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
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{
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pTeamSoldier = id;
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
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{
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@@ -3329,7 +3330,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
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#endif
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}
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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ubMercsInSector[ ubNumMercs ] = (UINT16)id;
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ubNumMercs++;
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}
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}
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@@ -3342,7 +3343,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
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// If we are air raid, AND red exists somewhere...
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if ( usQuoteNum == QUOTE_AIR_RAID )
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{
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for ( cnt = 0; cnt < ubNumMercs; cnt++ )
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for ( UINT16 cnt = 0; cnt < ubNumMercs; cnt++ )
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{
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if ( ubMercsInSector[ cnt ] == 11 )
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{
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@@ -3366,16 +3367,16 @@ void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSect
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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// Loop through all our guys and randomly say one from someone in our sector
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// set up soldier ptr as first element in mercptrs list
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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if ( pTeamSoldier->bActive )
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{
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// Add guy if he's a candidate...
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@@ -3419,16 +3420,16 @@ void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuo
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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// Loop through all our guys and randomly say one from someone in our sector
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// set up soldier ptr as first element in mercptrs list
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && PythSpacesAway( sGridNo, pTeamSoldier->sGridNo ) < bDistance && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep &&
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SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, 0, 0, TRUE ) )
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@@ -3464,14 +3465,15 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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// Loop through all our guys and randomly say one from someone in our sector
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// set up soldier ptr as first element in mercptrs list
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && PythSpacesAway( sGridNo, pTeamSoldier->sGridNo ) < bDistance && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep &&
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SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, 0, 0, TRUE ) )
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