src/game/Tactical/Soldier_Init_List.cc
FOR_EACH_SOLDIERINITNODE(curr)
		{
			if (ubMaxNum == 0 ||
				*pCurrTotal == 0 ||
				*pCurrSlots == 0 ||
				curr->pDetailedPlacement == NULL ||
				!curr->pBasicPlacement->fPriorityExistance)
			{
				break;
			}
			if( !curr->pSoldier && curr->pBasicPlacement->bTeam == ENEMY_TEAM )
			{
				if( curr->pBasicPlacement->ubSoldierClass == ubCurrClass )
				{
					if( *pCurrSlots <= *pCurrTotal || Random( *pCurrSlots ) < *pCurrTotal )
					{
						//found matching team, so add this soldier to the game.
						if( AddPlacementToWorld( curr ) )
						{
							(*pCurrTotal)--;
							ubMaxNum--;
						}
						else
							return;
					}
					(*pCurrSlots)--;
					//With the decrementing of the slot vars in this manner, the chances increase so that all slots
					//will be full by the time the end of the list comes up.
				}
			}
			curr = curr->next;
		}
//Now, loop through the priority existance and detailed placement section of the list.
Now, loop through the priority existance and detailed placement section of the list.
Now loop through the priority existance and detailed placement section of the list .
FOR_EACH_SOLDIERINITNODE(curr)
		{
			if (ubMaxNum == 0 ||
				*pCurrTotal == 0 ||
				*pCurrSlots == 0 ||
				curr->pDetailedPlacement == NULL ||
				!curr->pBasicPlacement->fPriorityExistance)
			{
				break;
			}
			if( !curr->pSoldier && curr->pBasicPlacement->bTeam == ENEMY_TEAM )
			{
				if( curr->pBasicPlacement->ubSoldierClass == ubCurrClass )
				{
					if( *pCurrSlots <= *pCurrTotal || Random( *pCurrSlots ) < *pCurrTotal )
					{
						if( AddPlacementToWorld( curr ) )
						{
							(*pCurrTotal)--;
							ubMaxNum--;
						}
						else
							return;
					}
					(*pCurrSlots)--;
				}
			}
			curr = curr->next;
		}
FOR_EACH_SOLDIERINITNODE ( curr ) { if ( ubMaxNum == 0 || * pCurrTotal == 0 || * pCurrSlots == 0 || curr -> pDetailedPlacement == NULL || ! curr -> pBasicPlacement -> fPriorityExistance ) { break ; } if ( ! curr -> pSoldier && curr -> pBasicPlacement -> bTeam == ENEMY_TEAM ) { if ( curr -> pBasicPlacement -> ubSoldierClass == ubCurrClass ) { if ( * pCurrSlots <= * pCurrTotal || Random ( * pCurrSlots ) < * pCurrTotal ) { if ( AddPlacementToWorld ( curr ) ) { ( * pCurrTotal ) -- ; ubMaxNum -- ; } else return ; } ( * pCurrSlots ) -- ; } } curr = curr -> next ; }
Now, loop through the priority existance and detailed placement section of the list.
Now loop through the priority existance and detailed placement section of the list .
//found matching team, so add this soldier to the game. //With the decrementing of the slot vars in this manner, the chances increase so that all slots //will be full by the time the end of the list comes up.