src/game/Tactical/Enemy_Soldier_Save.cc
FOR_EACH_SOLDIERINITNODE_SAFE(curr)
	{
		BASIC_SOLDIERCREATE_STRUCT const* const bp = curr->pBasicPlacement;
		if (bp->fPriorityExistance)
			continue;
		if (bp->bTeam != tempDetailedPlacement.bTeam)
			continue;
		SOLDIERCREATE_STRUCT       const* const dp = curr->pDetailedPlacement;
		if (dp && dp->ubProfile != NO_PROFILE)
			continue;
		RemoveSoldierNodeFromInitList(curr);
	}
// now remove any non-priority placement which matches the conditions!
now remove any non-priority placement which matches the conditions!
now remove any non - priority placement which matches the conditions!
FOR_EACH_SOLDIERINITNODE_SAFE(curr)
	{
		BASIC_SOLDIERCREATE_STRUCT const* const bp = curr->pBasicPlacement;
		if (bp->fPriorityExistance)
			continue;
		if (bp->bTeam != tempDetailedPlacement.bTeam)
			continue;
		SOLDIERCREATE_STRUCT       const* const dp = curr->pDetailedPlacement;
		if (dp && dp->ubProfile != NO_PROFILE)
			continue;
		RemoveSoldierNodeFromInitList(curr);
	}
FOR_EACH_SOLDIERINITNODE_SAFE ( curr ) { BASIC_SOLDIERCREATE_STRUCT const * const bp = curr -> pBasicPlacement ; if ( bp -> fPriorityExistance ) continue ; if ( bp -> bTeam != tempDetailedPlacement . bTeam ) continue ; SOLDIERCREATE_STRUCT const * const dp = curr -> pDetailedPlacement ; if ( dp && dp -> ubProfile != NO_PROFILE ) continue ; RemoveSoldierNodeFromInitList ( curr ) ; }
now remove any non-priority placement which matches the conditions!
now remove any non - priority placement which matches the conditions!