src/game/Tactical/Enemy_Soldier_Save.cc
CFOR_EACH_SOLDIERINITNODE(curr)
	{
		BASIC_SOLDIERCREATE_STRUCT* const bp = curr->pBasicPlacement;
		if (!bp->fPriorityExistance)
			continue;
		if (bp->bTeam != ENEMY_TEAM && bp->bTeam != CREATURE_TEAM && bp->bTeam != CIV_TEAM)
			continue;
		bp->fPriorityExistance = FALSE;
	}
// For all the enemy (enemy/creature) and civilian slots, clear the
// fPriorityExistance flag.  We will use these flags to determine which
// slots have been modified as we load the data into the map pristine
// soldier init list.
For all the enemy (enemy/creature) and civilian slots, clear the
fPriorityExistance flag.  We will use these flags to determine which
slots have been modified as we load the data into the map pristine
soldier init list.
For all the enemy ( enemy / creature ) and civilian slots clear the fPriorityExistance flag . We will use these flags to determine which slots have been modified as we load the data into the map pristine soldier init list .
CFOR_EACH_SOLDIERINITNODE(curr)
	{
		BASIC_SOLDIERCREATE_STRUCT* const bp = curr->pBasicPlacement;
		if (!bp->fPriorityExistance)
			continue;
		if (bp->bTeam != ENEMY_TEAM && bp->bTeam != CREATURE_TEAM && bp->bTeam != CIV_TEAM)
			continue;
		bp->fPriorityExistance = FALSE;
	}
CFOR_EACH_SOLDIERINITNODE ( curr ) { BASIC_SOLDIERCREATE_STRUCT * const bp = curr -> pBasicPlacement ; if ( ! bp -> fPriorityExistance ) continue ; if ( bp -> bTeam != ENEMY_TEAM && bp -> bTeam != CREATURE_TEAM && bp -> bTeam != CIV_TEAM ) continue ; bp -> fPriorityExistance = FALSE ; }
For all the enemy (enemy/creature) and civilian slots, clear the
fPriorityExistance flag.
For all the enemy ( enemy / creature ) and civilian slots clear the fPriorityExistance flag .