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More UINT8 -> UINT16 changes
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@@ -806,7 +806,7 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin
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return NULL;
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}
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GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8& arusNumAdmins, UINT8& arusNumTroops, UINT8& arusNumElites )
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GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT16& arusNumAdmins, UINT16& arusNumTroops, UINT16& arusNumElites )
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{
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GROUP *pNew;
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AssertMsg( uiSector >= 0 && uiSector <= 255, String( "CreateNewMilitiaGroupDepartingFromSector with out of range value of %d", uiSector ) );
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@@ -846,7 +846,7 @@ GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8& arusNum
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pNew->pEnemyGroup->ubNumAdmins = arusNumAdmins;
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pNew->pEnemyGroup->ubNumTroops = arusNumTroops;
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pNew->pEnemyGroup->ubNumElites = arusNumElites;
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pNew->ubGroupSize = (UINT8)(arusNumAdmins + arusNumTroops + arusNumElites);
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pNew->ubGroupSize = arusNumAdmins + arusNumTroops + arusNumElites;
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pNew->ubTransportationMask = FOOT;
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pNew->fVehicle = FALSE;
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pNew->ubCreatedSectorID = pNew->ubOriginalSector;
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@@ -1120,7 +1120,7 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
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gfCantRetreatInPBI = TRUE;
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}
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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pSoldier = MercPtrs[ ubMercsInGroup[ ubChosenMerc ] ];
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gpTacticalTraversalChosenSoldier = pSoldier;
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@@ -1149,7 +1149,7 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
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gfCantRetreatInPBI = TRUE;
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}
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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pSoldier = MercPtrs[ ubMercsInGroup[ ubChosenMerc ] ];
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