src/game/Tactical/Soldier_Control.cc
FOR_EACH_SOLDIER(pTSoldier)
	{
		if (pTSoldier->service_partner == pSoldier)
		{
			// END SERVICE!
			pSoldier->ubServiceCount--;

			pTSoldier->service_partner = NULL;

			if (gTacticalStatus.fAutoBandageMode)
			{
				pSoldier->auto_bandaging_medic = NULL;
				ActionDone(pTSoldier);
			}
			else
			{
				// don't use end aid animation in autobandage
				if (pTSoldier->bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim)
				{
					EVENT_InitNewSoldierAnim(pTSoldier, END_AID, 0, FALSE);
				}
			}
		}
	}
// Loop through guys who have us as servicing
Loop through guys who have us as servicing
Loop through guys who have us as servicing
FOR_EACH_SOLDIER(pTSoldier)
	{
		if (pTSoldier->service_partner == pSoldier)
		{
			pSoldier->ubServiceCount--;
			pTSoldier->service_partner = NULL;
			if (gTacticalStatus.fAutoBandageMode)
			{
				pSoldier->auto_bandaging_medic = NULL;
				ActionDone(pTSoldier);
			}
			else
			{
				if (pTSoldier->bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim)
				{
					EVENT_InitNewSoldierAnim(pTSoldier, END_AID, 0, FALSE);
				}
			}
		}
	}
FOR_EACH_SOLDIER ( pTSoldier ) { if ( pTSoldier -> service_partner == pSoldier ) { pSoldier -> ubServiceCount -- ; pTSoldier -> service_partner = NULL ; if ( gTacticalStatus . fAutoBandageMode ) { pSoldier -> auto_bandaging_medic = NULL ; ActionDone ( pTSoldier ) ; } else { if ( pTSoldier -> bLife >= OKLIFE && pTSoldier -> bBreath > 0 && fPlayEndAnim ) { EVENT_InitNewSoldierAnim ( pTSoldier , END_AID , 0 , FALSE ) ; } } } }
Loop through guys who have us as servicing
Loop through guys who have us as servicing
// END SERVICE! // don't use end aid animation in autobandage