src/game/Tactical/Handle_UI.cc
FOR_EACH_IN_TEAM(pSoldier, OUR_TEAM)
			{
				SoldierSP soldier = GetSoldier(pSoldier);

				if (OkControllableMerc(pSoldier) && pSoldier->bAssignment == CurrentSquad() && !pSoldier->fMercAsleep)
				{
					// If we can't be controlled, returninvalid...
					if ( pSoldier->uiStatusFlags & SOLDIER_ROBOT )
					{
						if ( !CanRobotBeControlled( pSoldier ) )
						{
							continue;
						}
					}

					AdjustNoAPToFinishMove( pSoldier, FALSE );

					fOldFastMove = pSoldier->fUIMovementFast;

					if ( fAllMove == 2 )
					{
						pSoldier->fUIMovementFast = TRUE;
						pSoldier->usUIMovementMode = RUNNING;
					}
					else
					{
						pSoldier->fUIMovementFast = FALSE;
						pSoldier->usUIMovementMode =  GetMoveStateBasedOnStance( pSoldier, gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
					}

					soldier->removePendingAction();

					//if ( !( gTacticalStatus.uiFlags & INCOMBAT ) && ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING ) )
					//{
					//	pSoldier->sRTPendingMovementGridNo = usMapPos;
					//	pSoldier->usRTPendingMovementAnim  = pSoldier->usUIMovementMode;
					//}
					//else
					if ( EVENT_InternalGetNewSoldierPath( pSoldier, usMapPos, pSoldier->usUIMovementMode, TRUE, FALSE ) )
					{
						InternalDoMercBattleSound( pSoldier, BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
					}
					else
					{
						ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, st_format_printf(TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name) );
					}

					pSoldier->fUIMovementFast = fOldFastMove;

				}
			}
// Loop through all mercs and make go!
// TODO: Only our squad!
Loop through all mercs and make go.
TODO: Only our squad!
Loop through all mercs and make go . TODO : Only our squad!
FOR_EACH_IN_TEAM(pSoldier, OUR_TEAM)
			{
				SoldierSP soldier = GetSoldier(pSoldier);
				if (OkControllableMerc(pSoldier) && pSoldier->bAssignment == CurrentSquad() && !pSoldier->fMercAsleep)
				{
					if ( pSoldier->uiStatusFlags & SOLDIER_ROBOT )
					{
						if ( !CanRobotBeControlled( pSoldier ) )
						{
							continue;
						}
					}
					AdjustNoAPToFinishMove( pSoldier, FALSE );
					fOldFastMove = pSoldier->fUIMovementFast;
					if ( fAllMove == 2 )
					{
						pSoldier->fUIMovementFast = TRUE;
						pSoldier->usUIMovementMode = RUNNING;
					}
					else
					{
						pSoldier->fUIMovementFast = FALSE;
						pSoldier->usUIMovementMode =  GetMoveStateBasedOnStance( pSoldier, gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
					}
					soldier->removePendingAction();
					if ( EVENT_InternalGetNewSoldierPath( pSoldier, usMapPos, pSoldier->usUIMovementMode, TRUE, FALSE ) )
					{
						InternalDoMercBattleSound( pSoldier, BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
					}
					else
					{
						ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, st_format_printf(TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name) );
					}
					pSoldier->fUIMovementFast = fOldFastMove;
				}
			}
FOR_EACH_IN_TEAM ( pSoldier , OUR_TEAM ) { SoldierSP soldier = GetSoldier ( pSoldier ) ; if ( OkControllableMerc ( pSoldier ) && pSoldier -> bAssignment == CurrentSquad ( ) && ! pSoldier -> fMercAsleep ) { if ( pSoldier -> uiStatusFlags & SOLDIER_ROBOT ) { if ( ! CanRobotBeControlled ( pSoldier ) ) { continue ; } } AdjustNoAPToFinishMove ( pSoldier , FALSE ) ; fOldFastMove = pSoldier -> fUIMovementFast ; if ( fAllMove == 2 ) { pSoldier -> fUIMovementFast = TRUE ; pSoldier -> usUIMovementMode = RUNNING ; } else { pSoldier -> fUIMovementFast = FALSE ; pSoldier -> usUIMovementMode = GetMoveStateBasedOnStance ( pSoldier , gAnimControl [ pSoldier -> usAnimState ] . ubEndHeight ) ; } soldier -> removePendingAction ( ) ; if ( EVENT_InternalGetNewSoldierPath ( pSoldier , usMapPos , pSoldier -> usUIMovementMode , TRUE , FALSE ) ) { InternalDoMercBattleSound ( pSoldier , BATTLE_SOUND_OK1 , BATTLE_SND_LOWER_VOLUME ) ; } else { ScreenMsg ( FONT_MCOLOR_LTYELLOW , MSG_INTERFACE , st_format_printf ( TacticalStr [ NO_PATH_FOR_MERC ] , pSoldier -> name ) ) ; } pSoldier -> fUIMovementFast = fOldFastMove ; } }
Loop through all mercs and make go!
Loop through all mercs and make go!
// If we can't be controlled, returninvalid... //if ( !( gTacticalStatus.uiFlags & INCOMBAT ) && ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING ) ) //{ //	pSoldier->sRTPendingMovementGridNo = usMapPos; //	pSoldier->usRTPendingMovementAnim  = pSoldier->usUIMovementMode; //} //else