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https://github.com/1dot13/source.git
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Use SoldierID
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+37
-29
@@ -5503,9 +5503,9 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
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{
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INT16 sXPos, sYPos;
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SOLDIERTYPE *pSoldier;
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INT32 cnt;
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INT16 sXPos, sYPos;
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SOLDIERTYPE *pSoldier;
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SoldierID cnt;
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if ( !GetMouseXY( &sXPos, &sYPos ) )
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{
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return( GAME_SCREEN );
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@@ -5515,8 +5515,9 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
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{
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// OK, loop through all guys who are 'multi-selected' and
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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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->bActive && pSoldier->bInSector )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
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@@ -5820,10 +5821,10 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY )
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void EndMultiSoldierSelection( BOOLEAN fAcknowledge )
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{
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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SOLDIERTYPE *pFirstSoldier = NULL;
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BOOLEAN fSelectedSoldierInBatch = FALSE;
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SOLDIERTYPE *pSoldier;
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SoldierID cnt;
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SOLDIERTYPE *pFirstSoldier = NULL;
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BOOLEAN fSelectedSoldierInBatch = FALSE;
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gTacticalStatus.fAtLeastOneGuyOnMultiSelect = FALSE;
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@@ -5833,8 +5834,9 @@ void EndMultiSoldierSelection( BOOLEAN fAcknowledge )
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// check if our currently selected guy is among the
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// lucky few.. if not, change to a guy who is...
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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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->bActive && pSoldier->bInSector )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
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@@ -5879,15 +5881,16 @@ BOOLEAN StopRubberBandedMercFromMoving(void)
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}
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SOLDIERTYPE *pSoldier;
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INT32 cnt;
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SoldierID cnt;
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BOOLEAN fFound = FALSE;
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// OK, loop through all guys who are 'multi-selected' and
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// check if our currently selected guy is among the
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// lucky few.. if not, change to a guy who is...
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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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->bActive && pSoldier->bInSector )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
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@@ -5923,10 +5926,10 @@ void EndRubberBanding( )
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BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo )
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{
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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BOOLEAN fAtLeastOneMultiSelect = FALSE;
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BOOLEAN fMoveFast = FALSE;
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SOLDIERTYPE *pSoldier;
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SoldierID cnt;
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BOOLEAN fAtLeastOneMultiSelect = FALSE;
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BOOLEAN fMoveFast = FALSE;
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// OK, loop through all guys who are 'multi-selected' and
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// Make them move....
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@@ -5935,8 +5938,9 @@ BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo )
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gfGetNewPathThroughPeople = TRUE;
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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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->bActive && pSoldier->bInSector )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
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@@ -5958,8 +5962,9 @@ BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo )
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INT32 highestY = 0;
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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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->bActive && pSoldier->bInSector )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
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@@ -5978,8 +5983,9 @@ BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo )
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INT32 centerY = (highestY + lowestY)/2;
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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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->bActive && pSoldier->bInSector )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
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@@ -6068,9 +6074,10 @@ void ResetMultiSelection( )
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{
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// OK, loop through all guys who are 'multi-selected' and
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// Make them move....
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INT32 cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for (SOLDIERTYPE* 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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SOLDIERTYPE *pSoldier = cnt;
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if ( pSoldier && pSoldier->bActive && pSoldier->bInSector )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
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@@ -6087,12 +6094,12 @@ void ResetMultiSelection( )
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UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
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{
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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INT16 sScreenX, sScreenY;
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INT32 iTemp;
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SGPRect aRect;
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BOOLEAN fAtLeastOne = FALSE;
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SOLDIERTYPE *pSoldier;
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SoldierID cnt;
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INT16 sScreenX, sScreenY;
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INT32 iTemp;
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SGPRect aRect;
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BOOLEAN fAtLeastOne = FALSE;
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guiNewUICursor = NO_UICURSOR;
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//SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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@@ -6120,8 +6127,9 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
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// ATE:Check at least for one guy that's in point!
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
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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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// Check if this guy is OK to control....
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if ( OK_CONTROLLABLE_MERC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
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{
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@@ -6148,9 +6156,9 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
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// ATE: Now loop through our guys and see if any fit!
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
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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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// Check if this guy is OK to control....
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if ( OK_CONTROLLABLE_MERC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
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{
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