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Use SoldierID
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+27
-25
@@ -1390,11 +1390,11 @@ DOOR_STATUS *GetDoorStatus( INT32 sGridNo )
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BOOLEAN AllMercsLookForDoor( INT32 sGridNo, BOOLEAN fUpdateValue )
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{
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INT32 cnt, cnt2;
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INT8 bDirs[ 8 ] = { NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST };
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SOLDIERTYPE *pSoldier;
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DOOR_STATUS *pDoorStatus;
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INT32 usNewGridNo;
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INT32 cnt2;
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INT8 bDirs[ 8 ] = { NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST };
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SOLDIERTYPE *pSoldier;
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DOOR_STATUS *pDoorStatus;
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INT32 usNewGridNo;
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// Get door
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pDoorStatus = GetDoorStatus( sGridNo );
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@@ -1405,11 +1405,12 @@ BOOLEAN AllMercsLookForDoor( INT32 sGridNo, BOOLEAN fUpdateValue )
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}
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// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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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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// ATE: Ok, lets check for some basic things here!
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if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector )
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{
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@@ -2070,11 +2071,10 @@ BOOLEAN LoadKeyTableFromSaveedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion )
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void ExamineDoorsOnEnteringSector( )
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{
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INT32 cnt;
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DOOR_STATUS *pDoorStatus;
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SOLDIERTYPE *pSoldier;
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BOOLEAN fOK = FALSE;
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INT8 bTownId;
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DOOR_STATUS *pDoorStatus;
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SOLDIERTYPE *pSoldier;
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BOOLEAN fOK = FALSE;
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INT8 bTownId;
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// OK, only do this if conditions are met....
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// If this is any omerta tow, don't do it...
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@@ -2093,10 +2093,11 @@ void ExamineDoorsOnEnteringSector( )
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// there is at least one human being in that sector.
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// check for civ
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cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ LAST_TEAM ].bLastID; cnt++ ,pSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ LAST_TEAM ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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if ( pSoldier->bActive )
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{
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if ( pSoldier->bInSector )
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@@ -2110,7 +2111,7 @@ void ExamineDoorsOnEnteringSector( )
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// Let's do it!
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if ( fOK )
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{
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for ( cnt = 0; cnt < gubNumDoorStatus; cnt++ )
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for ( UINT8 cnt = 0; cnt < gubNumDoorStatus; cnt++ )
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{
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pDoorStatus = &( gpDoorStatus[ cnt ] );
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@@ -2126,12 +2127,11 @@ void ExamineDoorsOnEnteringSector( )
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void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( )
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{
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INT32 cnt;
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DOOR_STATUS *pDoorStatus;
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SOLDIERTYPE *pSoldier;
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BOOLEAN fOK = FALSE;
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INT32 iNumNewMercs = 0;
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INT8 bTownId;
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DOOR_STATUS *pDoorStatus;
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SOLDIERTYPE *pSoldier;
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BOOLEAN fOK = FALSE;
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INT32 iNumNewMercs = 0;
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INT8 bTownId;
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// OK, only do this if conditions are met....
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@@ -2145,7 +2145,7 @@ void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( )
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// 1 ) there is at least one human being in that sector.
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// check for civ
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cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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// Check time...
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if ( ( GetWorldTotalMin( ) - gTacticalStatus.uiTimeSinceLastInTactical ) < 30 )
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@@ -2154,8 +2154,9 @@ void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( )
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}
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ LAST_TEAM ].bLastID; cnt++ ,pSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ LAST_TEAM ].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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fOK = TRUE;
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@@ -2165,8 +2166,9 @@ void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( )
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// Loop through our team now....
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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 && gbMercIsNewInThisSector[ cnt ] )
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{
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iNumNewMercs++;
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@@ -2182,7 +2184,7 @@ void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( )
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// Let's do it!
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if ( fOK )
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{
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for ( cnt = 0; cnt < gubNumDoorStatus; cnt++ )
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for ( UINT8 cnt = 0; cnt < gubNumDoorStatus; cnt++ )
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{
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pDoorStatus = &( gpDoorStatus[ cnt ] );
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