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Convert SOLDIERTYPE->ubAttackerID to SoldierID
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@@ -3932,7 +3932,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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SOLDIERTYPE *pKillerSoldier = NULL;
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if(pSoldier->ubAttackerID != NOBODY)
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{
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pKillerSoldier = MercPtrs[pSoldier->ubAttackerID];
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pKillerSoldier = pSoldier->ubAttackerID;
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}
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else if(pSoldier->ubPreviousAttackerID != NOBODY)
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{
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@@ -3995,8 +3995,8 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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{
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//////////////////////////////////////////////////////////////
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// SANDRO - some changes here
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UINT16 ubAttacker = pSoldier->ubAttackerID;
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UINT16 ubAssister = pSoldier->ubPreviousAttackerID;
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SoldierID ubAttacker = pSoldier->ubAttackerID;
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SoldierID ubAssister = pSoldier->ubPreviousAttackerID;
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// If attacker is nobody, and we died, then set the last attacker(if exists) as our killer
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if ( ubAttacker == NOBODY )
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{
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@@ -4024,9 +4024,9 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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{
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// anv: note that ubAttacker can be already different from pSoldier->ubAttackerID
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// IF this guy has an attacker and he's a good guy, play sound
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if ( pSoldier->ubAttackerID != NOBODY )
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if ( pSoldier->ubAttackerID < NOBODY )
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{
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if ( MercPtrs[ pSoldier->ubAttackerID ] != NULL && MercPtrs[ pSoldier->ubAttackerID ]->bTeam == gbPlayerNum && gTacticalStatus.ubAttackBusyCount > 0 )
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if ( pSoldier->ubAttackerID->bTeam == gbPlayerNum && gTacticalStatus.ubAttackBusyCount > 0 )
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{
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gTacticalStatus.fKilledEnemyOnAttack = TRUE;
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gTacticalStatus.ubEnemyKilledOnAttack = pSoldier->ubID;
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@@ -4110,7 +4110,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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}
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break;
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}
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//gMercProfiles[ MercPtrs[ pSoldier->ubAttackerID ]->ubProfile ].usKills++;
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//gMercProfiles[ pSoldier->ubAttackerID->ubProfile ].usKills++;
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/////////////////////////////////////////////////////////////////////////////////////
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gStrategicStatus.usPlayerKills++;
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@@ -4456,7 +4456,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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// SANDRO - if Martial Artist took someone down, always fall back if possible (for the fun)
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if ( pSoldier->ubAttackerID != NOBODY && gGameOptions.fNewTraitSystem )
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{
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if ( HAS_SKILL_TRAIT( MercPtrs[ pSoldier->ubAttackerID ], MARTIAL_ARTS_NT ) && (!MercPtrs[ pSoldier->ubAttackerID ]->usAttackingWeapon || ItemIsBrassKnuckles(MercPtrs[ pSoldier->ubAttackerID ]->inv[HANDPOS].usItem)) )
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if ( HAS_SKILL_TRAIT( pSoldier->ubAttackerID, MARTIAL_ARTS_NT ) && (!pSoldier->ubAttackerID->usAttackingWeapon || ItemIsBrassKnuckles(pSoldier->ubAttackerID->inv[HANDPOS].usItem)) )
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{
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fAlwaysFallBack = TRUE;
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}
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@@ -4468,7 +4468,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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if ( pSoldier->ubAttackerID != NOBODY )
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{
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// Find direction!
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bTestDirection = (INT8)GetDirectionFromGridNo( MercPtrs[ pSoldier->ubAttackerID ]->sGridNo, pSoldier );
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bTestDirection = (INT8)GetDirectionFromGridNo( pSoldier->ubAttackerID->sGridNo, pSoldier );
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fForceDirection = TRUE;
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}
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