src/game/Tactical/Soldier_Init_List.cc
FOR_EACH_SOLDIERINITNODE(i)
	{
		SOLDIERINITNODE&            si = *i;
		BASIC_SOLDIERCREATE_STRUCT& bp = *si.pBasicPlacement;
		if (bp.bTeam != ENEMY_TEAM) continue;
		if (!si.pDetailedPlacement) continue;

		delete si.pDetailedPlacement;
		si.pDetailedPlacement = 0;
		bp.fDetailedPlacement = FALSE;
		bp.fPriorityExistance = FALSE;
		bp.bBodyType          = BODY_RANDOM;
		RandomizeRelativeLevel(&bp.bRelativeAttributeLevel, bp.ubSoldierClass);
		RandomizeRelativeLevel(&bp.bRelativeEquipmentLevel, bp.ubSoldierClass);
	}
// The player has owned the sector at one point.  By stripping all of the
// detailed placements, only basic placements will remain.  This prevents
// tanks and "specially detailed" enemies from coming back.
The player has owned the sector at one point.  By stripping all of the
detailed placements, only basic placements will remain.  This prevents
tanks and "specially detailed" enemies from coming back.
The player has owned the sector at one point . By stripping all of the detailed placements only basic placements will remain . This prevents tanks and " specially detailed " enemies from coming back .
FOR_EACH_SOLDIERINITNODE(i)
	{
		SOLDIERINITNODE&            si = *i;
		BASIC_SOLDIERCREATE_STRUCT& bp = *si.pBasicPlacement;
		if (bp.bTeam != ENEMY_TEAM) continue;
		if (!si.pDetailedPlacement) continue;
		delete si.pDetailedPlacement;
		si.pDetailedPlacement = 0;
		bp.fDetailedPlacement = FALSE;
		bp.fPriorityExistance = FALSE;
		bp.bBodyType          = BODY_RANDOM;
		RandomizeRelativeLevel(&bp.bRelativeAttributeLevel, bp.ubSoldierClass);
		RandomizeRelativeLevel(&bp.bRelativeEquipmentLevel, bp.ubSoldierClass);
	}
FOR_EACH_SOLDIERINITNODE ( i ) { SOLDIERINITNODE & si = * i ; BASIC_SOLDIERCREATE_STRUCT & bp = * si . pBasicPlacement ; if ( bp . bTeam != ENEMY_TEAM ) continue ; if ( ! si . pDetailedPlacement ) continue ; delete si . pDetailedPlacement ; si . pDetailedPlacement = 0 ; bp . fDetailedPlacement = FALSE ; bp . fPriorityExistance = FALSE ; bp . bBodyType = BODY_RANDOM ; RandomizeRelativeLevel ( & bp . bRelativeAttributeLevel , bp . ubSoldierClass ) ; RandomizeRelativeLevel ( & bp . bRelativeEquipmentLevel , bp . ubSoldierClass ) ; }
The player has owned the sector at one point.
The player has owned the sector at one point .