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Use SoldierID
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+9
-6
@@ -763,15 +763,16 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
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void HourlyFoodUpdate( 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 = NULL;
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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 to calculate their morale
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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 the merc is active, and in Arulco
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if ( pSoldier && pSoldier->bActive && !AM_AN_EPC(pSoldier) && pSoldier->ubProfile != ROBOT && !IsVehicle(pSoldier) && !(pSoldier->bAssignment == IN_TRANSIT || pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
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{
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@@ -829,15 +830,16 @@ void SectorFillCanteens( void )
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addtemperature = FOOD_WATER_POISONOUS_TEMPERATURE;
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// first step: fill all canteens in inventories
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UINT16 bMercID, bLastTeamID;
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SoldierID bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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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 the merc is in this sector
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bInSector && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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@@ -903,15 +905,16 @@ void SectorFillCanteens( void )
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INT32 drumsize = Food[Item[pWaterDrum->usItem].foodtype].bDrinkPoints;
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// first step: fill all canteens in inventories
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UINT16 bMercID, bLastTeamID;
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SoldierID bMercID, bLastTeamID;
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SOLDIERTYPE * pSoldier = NULL;
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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 the merc is in this sector
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bInSector && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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