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Convert SOLDIERTYPE->ubAttackerID to SoldierID
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@@ -5732,9 +5732,9 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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// handle morale for heavy damage attacks
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if ( sDamage > 25 )
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{
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if ( this->ubAttackerID != NOBODY && MercPtrs[this->ubAttackerID]->bTeam == gbPlayerNum )
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if ( this->ubAttackerID != NOBODY && this->ubAttackerID->bTeam == gbPlayerNum )
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{
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HandleMoraleEvent( MercPtrs[this->ubAttackerID], MORALE_DID_LOTS_OF_DAMAGE, MercPtrs[this->ubAttackerID]->sSectorX, MercPtrs[this->ubAttackerID]->sSectorY, MercPtrs[this->ubAttackerID]->bSectorZ );
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HandleMoraleEvent( this->ubAttackerID, MORALE_DID_LOTS_OF_DAMAGE, this->ubAttackerID->sSectorX, this->ubAttackerID->sSectorY, this->ubAttackerID->bSectorZ );
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this->ubLastMoraleFromHit++;
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}
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if ( this->bTeam == gbPlayerNum )
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@@ -10475,7 +10475,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
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sTestOne = EffectiveStrength( this, FALSE );
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sTestTwo = 2 * max(sLifeDeduct, (sBreathLoss / 100));
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if (this->ubAttackerID != NOBODY && MercPtrs[this->ubAttackerID]->ubBodyType == BLOODCAT)
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if (this->ubAttackerID != NOBODY && this->ubAttackerID->ubBodyType == BLOODCAT)
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{
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// bloodcat boost, let them make people drop items more
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sTestTwo += 20;
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