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Convert to SoldierID
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+41
-45
@@ -239,20 +239,20 @@ BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE
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INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI )
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{
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SOLDIERTYPE *pTargetSoldier = NULL;
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UINT16 usSoldierIndex;
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INT32 sTargetGridNo;
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INT16 sAPCost;
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INT32 sActionGridNo;
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UINT8 ubDirection = 0;
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INT32 sAdjustedGridNo;
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BOOLEAN fDropBomb = FALSE;
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BOOLEAN fAddingTurningCost = FALSE;
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BOOLEAN fAddingRaiseGunCost = FALSE;
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LEVELNODE *pIntNode;
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STRUCTURE *pStructure;
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UINT16 usRaiseGunCost = 0;
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UINT16 usTurningCost = 0;
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SOLDIERTYPE *pTargetSoldier = NULL;
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SoldierID usSoldierIndex;
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INT32 sTargetGridNo;
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INT16 sAPCost;
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INT32 sActionGridNo;
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UINT8 ubDirection = 0;
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INT32 sAdjustedGridNo;
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BOOLEAN fDropBomb = FALSE;
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BOOLEAN fAddingTurningCost = FALSE;
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BOOLEAN fAddingRaiseGunCost = FALSE;
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LEVELNODE *pIntNode;
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STRUCTURE *pStructure;
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UINT16 usRaiseGunCost = 0;
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UINT16 usTurningCost = 0;
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//shadooow: automatically close EDB when opened and trying to use any weapon or action
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if (gfInItemDescBox)
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@@ -277,7 +277,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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//if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
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if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
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{
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pTargetSoldier = MercPtrs[ usSoldierIndex ];
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pTargetSoldier = usSoldierIndex;
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// anv: don't try to heal interactive spots
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if (fFromUI && Item[usHandItem].usItemClass != IC_MEDKIT)
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@@ -1394,11 +1394,11 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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}
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}
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UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
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SoldierID ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
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// Flugente: apply misc items to other soldiers
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// sevenfm: check that target soldier is visible
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if (ItemCanBeAppliedToOthers(usHandItem) && ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible != 0)
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if (ItemCanBeAppliedToOthers(usHandItem) && ubPerson != NOBODY && ubPerson->bVisible != 0)
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{
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// ATE: AI CANNOT GO THROUGH HERE!
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BOOLEAN fHadToUseCursorPos = FALSE;
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@@ -4292,9 +4292,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pTempItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
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swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pTempItemPool->iItemIndex].object.ubNumberOfObjects, gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
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else
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swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ], gWorldItems[ pTempItemPool->iItemIndex ].object.ubNumberOfObjects );
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}
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@@ -4303,9 +4302,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
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swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
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else
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swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ] );
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}
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@@ -4413,9 +4411,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
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swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].object.ubNumberOfObjects, gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
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else
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swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ], gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects );
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}
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@@ -4424,9 +4421,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
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swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
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else
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swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ] );
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}
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@@ -4814,12 +4810,12 @@ void RenderTopmostFlashingItems( )
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BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
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{
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SOLDIERTYPE *pTSoldier;
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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OBJECTTYPE *pObject;
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INT32 sGridNo;
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UINT8 ubDirection;
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UINT16 ubTargetMercID;
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UINT8 ubDirection;
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SoldierID ubTargetMercID;
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// DO SOME CHECKS IF WE CAN DO ANIMATION.....
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@@ -4828,7 +4824,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
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sGridNo = pSoldier->aiData.sPendingActionData2;
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ubDirection = pSoldier->aiData.bPendingActionData3;
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ubTargetMercID = (UINT16)pSoldier->aiData.uiPendingActionData4;
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ubTargetMercID = static_cast<UINT16>( pSoldier->aiData.uiPendingActionData4 );
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usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
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@@ -4864,7 +4860,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
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if ( ubTargetMercID != NOBODY )
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{
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MercPtrs[ ubTargetMercID ]->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
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ubTargetMercID->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
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}
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OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
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@@ -5078,13 +5074,13 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
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INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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{
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STRUCTURE *pStructure;
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INT16 sDesiredLevel;
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INT32 sActionGridNo;
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BOOLEAN fStructFound = FALSE;
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UINT8 ubDirection;
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INT32 sAdjustedGridNo;
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UINT16 ubTargetID;
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STRUCTURE *pStructure;
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INT16 sDesiredLevel;
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INT32 sActionGridNo;
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BOOLEAN fStructFound = FALSE;
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UINT8 ubDirection;
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INT32 sAdjustedGridNo;
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SoldierID ubTargetID;
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sActionGridNo = sGridNo;
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@@ -9405,11 +9401,11 @@ void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier )
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// handle the default result of an interactive action
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// This is called either if no lua action id is set, or by lua if this should happen as a supplement to whatever lua does
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void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT16 ubID, BOOLEAN aSuccess )
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void DoInteractiveActionDefaultResult( INT32 sGridNo, SoldierID ubID, BOOLEAN aSuccess )
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{
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SOLDIERTYPE* pSoldier = NULL;
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if ( ubID != NOBODY )
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pSoldier = MercPtrs[ubID];
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pSoldier = ubID;
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// we need a valid soldier and a valid object
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if ( !pSoldier )
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@@ -10457,9 +10453,9 @@ void TakePhoto(SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel )
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InARoom( newgridno, &room );
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// check if there is someone here
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UINT16 ubid = WhoIsThere2( newgridno, bLevel );
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SoldierID ubid = WhoIsThere2( newgridno, bLevel );
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LuaAddPhotoData( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, newgridno, bLevel, pSoldier->ubProfile, room, ( ubid == NOBODY ) ? NO_PROFILE : MercPtrs[ubid]->ubProfile );
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LuaAddPhotoData( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, newgridno, bLevel, pSoldier->ubProfile, room, ( ubid == NOBODY ) ? NO_PROFILE : ubid->ubProfile );
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}
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}
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}
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