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Use SoldierID
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@@ -591,7 +591,7 @@ void CheckForDisabledForGiveItem( )
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INT16 sDist;
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INT32 sDestGridNo;
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INT8 bDestLevel;
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INT32 cnt;
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SoldierID cnt;
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SOLDIERTYPE *pSoldier;
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SoldierID ubSrcSoldier;
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@@ -614,8 +614,9 @@ void CheckForDisabledForGiveItem( )
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{
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// Go through each merc and see if there is one closeby....
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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->stats.bLife >= OKLIFE && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( pSoldier ) && pSoldier->bInSector && IsMercOnCurrentSquad( pSoldier ) )
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{
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sDist = PythSpacesAway( gpSMCurrentMerc->sGridNo, pSoldier->sGridNo );
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@@ -4511,9 +4512,9 @@ void BtnDropPackCallback(GUI_BUTTON *btn,INT32 reason)
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if ( _KeyDown( SHIFT ) )
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{
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INT8 bAssignment = gpSMCurrentMerc->bAssignment;
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for( int x = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; x <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; x++ )
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for( SoldierID x = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; x <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++x )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[x];
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SOLDIERTYPE *pSoldier = x;
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/* Is DropPackFlag currently false and is there something in the backpack pocket? If so, we haven't
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dropped a pack yet and apparently want to*/
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if(pSoldier->bAssignment == bAssignment && pSoldier->inv[BPACKPOCKPOS].exists() == true && !pSoldier->flags.DropPackFlag)
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@@ -6437,13 +6438,12 @@ void CheckForFacePanelStartAnims( SOLDIERTYPE *pSoldier, INT16 sPanelX, INT16 sP
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void FinishAnySkullPanelAnimations( )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt2;
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cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt2++,pTeamSoldier++ )
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for ( ; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt2 )
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{
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pTeamSoldier = cnt2;
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if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife == 0 )
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{
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if ( pTeamSoldier->flags.fUIdeadMerc || pTeamSoldier->flags.fClosePanelToDie )
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@@ -6455,7 +6455,6 @@ void FinishAnySkullPanelAnimations( )
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}
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}
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}
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}
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void HandlePanelFaceAnimations( SOLDIERTYPE *pSoldier )
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