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Convert to SoldierID
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@@ -569,7 +569,7 @@ void UpdateSelectedSoldier( UINT16 usSoldierID, BOOLEAN fSelect );
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void CheckForFacePanelStartAnims( SOLDIERTYPE *pSoldier, INT16 sPanelX, INT16 sPanelY );
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void HandleSoldierFaceFlash( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY );
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BOOLEAN PlayerExistsInSlot( UINT16 ubID );
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BOOLEAN PlayerExistsInSlot( SoldierID ubID );
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void UpdateStatColor( UINT32 uiTimer, BOOLEAN fIncrease, BOOLEAN fDamaged, BOOLEAN fAugmented ); // SANDRO - added argument // Flugente - me too
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extern void UpdateItemHatches();
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@@ -6812,7 +6812,7 @@ void TMClickSecondHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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}
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BOOLEAN PlayerExistsInSlot( UINT16 ubID )
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BOOLEAN PlayerExistsInSlot( SoldierID ubID )
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{
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INT32 cnt;
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@@ -6870,17 +6870,17 @@ BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT16 ubMercID )
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}
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void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
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void AddPlayerToInterfaceTeamSlot( SoldierID ubID )
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{
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INT32 cnt;
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// If we are a vehicle don't ever add.....
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if ( MercPtrs[ ubID ]->flags.uiStatusFlags & SOLDIER_VEHICLE )
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if ( ubID->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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return;
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}
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if ( !( MercPtrs[ ubID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
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if ( !( ubID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
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{
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if ( !PlayerExistsInSlot( ubID ) )
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{
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@@ -6899,7 +6899,7 @@ void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
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fInterfacePanelDirty = DIRTYLEVEL2;
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// Set ID to do open anim
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MercPtrs[ ubID ]->flags.fUInewMerc = TRUE;
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ubID->flags.fUInewMerc = TRUE;
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break;
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}
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@@ -6909,14 +6909,14 @@ void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
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else
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{
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// anv: for passengers, position on team panel will be linked with seat in vehicle
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if ( MercPtrs[ ubID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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if ( ubID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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{
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SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubID ]->iVehicleId );
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SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( ubID->iVehicleId );
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if( pVehicle != NULL )
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{
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for( UINT8 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ MercPtrs[ ubID ]->iVehicleId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
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for( UINT8 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ ubID->iVehicleId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
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{
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SOLDIERTYPE *pPassenger = pVehicleList[ MercPtrs[ ubID ]->iVehicleId ].pPassengers[ iCounter ];
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SOLDIERTYPE *pPassenger = pVehicleList[ ubID->iVehicleId ].pPassengers[ iCounter ];
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if( pPassenger != NULL && pPassenger->ubID == ubID )
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{
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gTeamPanel[ iCounter ].fOccupied = TRUE;
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@@ -6929,7 +6929,7 @@ void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
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fInterfacePanelDirty = DIRTYLEVEL2;
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// Set ID to do open anim
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MercPtrs[ ubID ]->flags.fUInewMerc = TRUE;
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ubID->flags.fUInewMerc = TRUE;
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return;
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}
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