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Use SoldierID
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+19
-17
@@ -1403,15 +1403,16 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent )
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// WANNE: Ignore, so the game can continue ...
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}
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INT32 tcnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID tcnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SOLDIERTYPE *tS;
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INT16 sXOffset, sYOffset;
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INT32 sGridNo;
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UINT16 usSightLimit=0;
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for ( tS = MercPtrs[ tcnt ]; tcnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++tcnt, tS++ )
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for ( ; tcnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++tcnt )
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{
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tS = tcnt;
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if ( tS->stats.bLife >= OKLIFE && tS->sGridNo != NOWHERE && tS->bInSector )
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{
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//loop through all the gridnos that we are interested in
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@@ -2113,17 +2114,17 @@ UINT32 UIHandleCWait( UI_EVENT *pUIEvent )
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// SelectedMercCanAffordMove
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UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
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{
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INT32 usMapPos;
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SOLDIERTYPE *pSoldier;
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INT32 sDestGridNo;
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INT32 sActionGridNo;
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STRUCTURE *pStructure;
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UINT8 ubDirection = 0xff;
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BOOLEAN fAllMove;
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UINT16 bLoop;
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LEVELNODE *pIntTile;
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INT32 sIntTileGridNo;
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BOOLEAN fOldFastMove;
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INT32 usMapPos;
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SOLDIERTYPE *pSoldier;
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INT32 sDestGridNo;
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INT32 sActionGridNo;
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STRUCTURE *pStructure;
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UINT8 ubDirection = 0xff;
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BOOLEAN fAllMove;
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SoldierID bLoop;
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LEVELNODE *pIntTile;
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INT32 sIntTileGridNo;
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BOOLEAN fOldFastMove;
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if ( gusSelectedSoldier != NOBODY )
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{
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@@ -2144,13 +2145,14 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
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// Loop through all mercs and make go!
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// TODO: Only our squad!
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pSoldier++)
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
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{
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pSoldier = bLoop;
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if ( OK_CONTROLLABLE_MERC( pSoldier ) && pSoldier->bAssignment == CurrentSquad( ) && !pSoldier->flags.fMercAsleep )
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{
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// If we can't be controlled, returninvalid...
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT )
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{
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// If we can't be controlled, returninvalid...
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT )
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{
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if ( !pSoldier->CanRobotBeControlled( ) )
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{
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continue;
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