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Use SoldierID
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+14
-13
@@ -673,10 +673,10 @@ BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier )
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UINT16 NumberOfMercsOnPlayerTeam()
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{
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UINT16 cnt;
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SOLDIERTYPE *pSoldier;
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UINT16 bLastTeamID;
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UINT16 ubCount=0;
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SoldierID cnt;
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SOLDIERTYPE *pSoldier;
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SoldierID bLastTeamID;
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UINT16 ubCount=0;
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// Set locator to first merc
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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@@ -685,8 +685,9 @@ UINT16 NumberOfMercsOnPlayerTeam()
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if (! MercPtrs[cnt])
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return 0;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
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for ( ; cnt <= bLastTeamID; ++cnt )
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{
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pSoldier = cnt;
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AssertNotNIL(pSoldier);
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//if the is active, and is not a vehicle
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@@ -702,9 +703,9 @@ UINT16 NumberOfMercsOnPlayerTeam()
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void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
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{
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UINT16 cnt, usLastTeamID;
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INT8 bHated;
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SOLDIERTYPE *pTeamSoldier;
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SoldierID cnt, usLastTeamID;
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INT8 bHated;
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SOLDIERTYPE *pTeamSoldier;
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#ifdef JA2UB
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//if we are at the begining of the game going through the initial heli scequence
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if( pSoldier->fWaitingToGetupFromJA25Start )
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@@ -730,8 +731,9 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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usLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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//loop though all the mercs
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= usLastTeamID; ++cnt, ++pTeamSoldier)
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for ( ; cnt <= usLastTeamID; ++cnt )
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{
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pTeamSoldier = cnt;
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if ( pTeamSoldier->bActive )
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{
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if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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@@ -819,14 +821,13 @@ UINT32 GetMercArrivalTimeOfDay( )
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void UpdateAnyInTransitMercsWithGlobalArrivalSector( )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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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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if ( pSoldier->bActive )
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{
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if ( pSoldier->bAssignment == IN_TRANSIT )
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