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 != CIV_TEAM)   continue;
		bp->fPriorityExistance = FALSE;
	}
// For all the 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 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 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 != CIV_TEAM)   continue;
		bp->fPriorityExistance = FALSE;
	}
CFOR_EACH_SOLDIERINITNODE ( curr ) { BASIC_SOLDIERCREATE_STRUCT * const bp = curr -> pBasicPlacement ; if ( ! bp -> fPriorityExistance ) continue ; if ( bp -> bTeam != CIV_TEAM ) continue ; bp -> fPriorityExistance = FALSE ; }
For all the civilian slots, clear the fPriorityExistance flag.
For all the civilian slots clear the fPriorityExistance flag .