Index: Tactical/Turn Based Input.cpp =================================================================== --- Tactical/Turn Based Input.cpp (revision 7286) +++ Tactical/Turn Based Input.cpp (working copy) @@ -6887,7 +6887,7 @@ if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) { SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId ); - if( pVehicle != NULL && bNewPosition < gNewVehicle[pVehicle->bVehicleID].iNewSeatingCapacities ) + if( pVehicle != NULL && bNewPosition < gNewVehicle[ pVehicleList[ pVehicle->bVehicleID ].ubVehicleType ].iNewSeatingCapacities ) { if( SwapVehicleSeat( pVehicle, pSoldier, bNewPosition ) ) { Index: TileEngine/structure.cpp =================================================================== --- TileEngine/structure.cpp (revision 7286) +++ TileEngine/structure.cpp (working copy) @@ -742,7 +742,7 @@ { pExistingStructure = pExistingStructure->pNext; // damage people when driving on them - if( fAddingForReal && ( MercPtrs[ sSoldierID ]->flags.fPastXDest || MercPtrs[ sSoldierID ]->flags.fPastYDest ) ) + if( fAddingForReal ) { if( TANK( MercPtrs[ sSoldierID ] ) ) {