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Use SoldierID
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@@ -5389,15 +5389,16 @@ void UpdateGear()
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if ( (guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != MSG_BOX_SCREEN) )
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return;
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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->bInSector && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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@@ -6735,7 +6736,7 @@ void CheckForPickedOwnership( void )
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UINT8 ubProfile;
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UINT8 ubCivGroup;
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SOLDIERTYPE * pSoldier;
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UINT16 ubLoop;
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SoldierID ubLoop;
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// LOOP THROUGH LIST TO FIND NODE WE WANT
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GetItemPool( gsTempGridNo, &pItemPool, gpTempSoldier->pathing.bLevel );
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@@ -6762,9 +6763,9 @@ void CheckForPickedOwnership( void )
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pItemPool = pItemPool->pNext;
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continue;
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}
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for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
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for ( ubLoop = gTacticalStatus.Team[ CIV_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 && pSoldier->ubCivilianGroup == ubCivGroup )
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{
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TestPotentialOwner( pSoldier );
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