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)
			continue;
		bp->fPriorityExistance = FALSE;
	}
// For all the enemy slots (enemy/creature), 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 slots (enemy/creature), 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 slots ( enemy / creature ) 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)
			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 ) continue ; bp -> fPriorityExistance = FALSE ; }
For all the enemy slots (enemy/creature), clear the fPriorityExistance
flag.
For all the enemy slots ( enemy / creature ) clear the fPriorityExistance flag .