@@ -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)
@@ -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)
@@ -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 ;
@@ -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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}
@@ -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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}
@@ -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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}
@@ -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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}
@@ -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 );
@@ -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 ;
@@ -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 )
@@ -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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