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Convert SOLDIERTYPE->ubAttackerID to SoldierID
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@@ -3844,9 +3844,9 @@ void send_death( SOLDIERTYPE *pSoldier )
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if(pSoldier->ubID<20)nDeath.soldier_id=nDeath.soldier_id+ubID_prefix;
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// if soldier died from bleeding
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if(pSoldier->ubAttackerID==NULL || pSoldier->ubAttackerID == NOBODY)
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if(pSoldier->ubAttackerID >= NOBODY)
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{
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if (pSoldier->ubPreviousAttackerID != NOBODY && pSoldier->ubPreviousAttackerID != NULL)
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if (pSoldier->ubPreviousAttackerID < NOBODY)
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nDeath.attacker_id = pSoldier->ubPreviousAttackerID;
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else if (pSoldier->ubNextToPreviousAttackerID != NOBODY && pSoldier->ubNextToPreviousAttackerID != NULL)
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nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID;
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@@ -3871,8 +3871,8 @@ void send_death( SOLDIERTYPE *pSoldier )
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pAttacker=MercPtrs[ pSoldier->ubNextToPreviousAttackerID ];
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// if its still a friendly, use the original attacker id...for posterity
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// guy must snore too loudly if all his mates wanna kill him :)
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if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NULL && pSoldier->ubAttackerID != NOBODY)
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pAttacker = MercPtrs[ pSoldier->ubAttackerID ];
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if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NOBODY)
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pAttacker = pSoldier->ubAttackerID;
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nDeath.attacker_id = pAttacker->ubID;
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}
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