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Convert SOLDIERTYPE->ubAttackerID to SoldierID
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+11
-11
@@ -3796,7 +3796,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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{
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if ( pSoldierOld->ubAttackerID != NOBODY )
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{
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pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
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pKiller = pSoldierOld->ubAttackerID;
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}
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if( pKiller && pKiller->bTeam == OUR_TEAM )
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{
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@@ -4016,7 +4016,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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{
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if ( pSoldierOld->ubAttackerID != NOBODY )
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{
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pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
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pKiller = pSoldierOld->ubAttackerID;
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}
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BeginHandleDeidrannaDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel );
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@@ -4088,7 +4088,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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// If the militia's killer is known
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// silversurfer: did the player team kill the militia? If not, militia shouldn't become hostile towards the player.
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if ( pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == OUR_TEAM )
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if ( pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == OUR_TEAM )
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{
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// also treat this as murder - but player will never be blamed for militia death he didn't cause
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// HEADROCK HAM 3.6: Actually this function never runs for militia (see function for details)
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@@ -4118,7 +4118,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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if ( pSoldierOld->ubAttackerID != NOBODY )
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{
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pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
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pKiller = pSoldierOld->ubAttackerID;
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BeginHandleQueenBitchDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel );
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}
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@@ -4130,9 +4130,9 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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TrackEnemiesKilled( ENEMY_KILLED_IN_TACTICAL, pSoldierOld->ubSoldierClass );
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}
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// If enemy guy was killed by the player, give morale boost to player's team!
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if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == gbPlayerNum )
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if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == gbPlayerNum )
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{
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HandleMoraleEvent( MercPtrs[pSoldierOld->ubAttackerID], MORALE_KILLED_ENEMY, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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HandleMoraleEvent( pSoldierOld->ubAttackerID, MORALE_KILLED_ENEMY, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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}
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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@@ -4176,7 +4176,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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UINT16 ubAssister = NOBODY;
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// if it was a kill by a player's merc
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if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == gbPlayerNum )
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if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == gbPlayerNum )
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{
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// SANDRO - for special NPCs, you gain more experiences
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UINT16 usNumExpChances = ( 10 * pSoldierOld->stats.bExpLevel ); // basic value
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@@ -4207,7 +4207,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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break;
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}
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// EXPERIENCE CLASS GAIN: Earned a kill
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StatChange( MercPtrs[ pSoldierOld->ubAttackerID ], EXPERAMT, usNumExpChances, FALSE );
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StatChange( pSoldierOld->ubAttackerID, EXPERAMT, usNumExpChances, FALSE );
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}
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// JA2 Gold: if previous and current attackers are the same, the next-to-previous attacker gets the assist
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@@ -4229,9 +4229,9 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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}
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}
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if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == MILITIA_TEAM )
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if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == MILITIA_TEAM )
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{
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MercPtrs[pSoldierOld->ubAttackerID]->ubMilitiaAssists++;
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pSoldierOld->ubAttackerID->ubMilitiaAssists++;
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}
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//if the NPC is a dealer, add the dealers items to the ground
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@@ -4567,7 +4567,7 @@ UINT8 CivilianGroupMembersChangeSidesWithinProximity( SOLDIERTYPE * pAttacked )
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// if in LOS of this guy's attacker
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if ( (pAttacked->ubAttackerID != NOBODY && pSoldier->aiData.bOppList[pAttacked->ubAttackerID] == SEEN_CURRENTLY)
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|| ( PythSpacesAway( pSoldier->sGridNo, pAttacked->sGridNo ) < pAttacked->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) )
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|| ( pAttacked->ubAttackerID != NOBODY && PythSpacesAway( pSoldier->sGridNo, MercPtrs[ pAttacked->ubAttackerID ]->sGridNo ) < pAttacked->GetMaxDistanceVisible(MercPtrs[ pAttacked->ubAttackerID ]->sGridNo, MercPtrs[ pAttacked->ubAttackerID ]->pathing.bLevel) ) )
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|| ( pAttacked->ubAttackerID != NOBODY && PythSpacesAway( pSoldier->sGridNo, pAttacked->ubAttackerID->sGridNo ) < pAttacked->GetMaxDistanceVisible(pAttacked->ubAttackerID->sGridNo, pAttacked->ubAttackerID->pathing.bLevel) ) )
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{
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MakeCivHostile(pSoldier);
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if ( pSoldier->aiData.bOppCnt > 0 )
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