src/game/Tactical/Soldier_Control.cc
void StopSoldier( SOLDIERTYPE *pSoldier )
{
	ReceivingSoldierCancelServices( pSoldier );
	GivingSoldierCancelServices( pSoldier );

	if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) )
	{
		//SoldierGotoStationaryStance( pSoldier );
		EVENT_StopMerc(pSoldier);
	}

	// Set desination
	pSoldier->sFinalDestination = pSoldier->sGridNo;

}
// Change our state based on stance, to stop!
Change our state based on stance, to stop!
Change our state based on stance to stop!
void StopSoldier( SOLDIERTYPE *pSoldier )
{
	ReceivingSoldierCancelServices( pSoldier );
	GivingSoldierCancelServices( pSoldier );
	if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) )
	{
		EVENT_StopMerc(pSoldier);
	}
	pSoldier->sFinalDestination = pSoldier->sGridNo;
}
void StopSoldier ( SOLDIERTYPE * pSoldier ) { ReceivingSoldierCancelServices ( pSoldier ) ; GivingSoldierCancelServices ( pSoldier ) ; if ( ! ( gAnimControl [ pSoldier -> usAnimState ] . uiFlags & ANIM_STATIONARY ) ) { EVENT_StopMerc ( pSoldier ) ; } pSoldier -> sFinalDestination = pSoldier -> sGridNo ; }
Change our state based on stance, to stop!
Change our state based on stance to stop!
//SoldierGotoStationaryStance( pSoldier ); // Set desination