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Declare compatible functions static
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+28
-28
@@ -443,7 +443,7 @@ INT32 GetFreeMercSlot()
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}
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// WTF?
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void RecountMercSlots( )
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static void RecountMercSlots( )
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{
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INT32 iCount;
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if ( guiNumMercSlots > 0 )
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@@ -488,7 +488,7 @@ BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier )
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return( FALSE );
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}
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INT32 GetFreeAwaySlot( )
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static INT32 GetFreeAwaySlot( )
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{
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UINT32 uiCount;
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for(uiCount=0; uiCount < guiNumAwaySlots; uiCount++)
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@@ -501,7 +501,7 @@ INT32 GetFreeAwaySlot( )
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return(-1);
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}
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void RecountAwaySlots( )
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static void RecountAwaySlots( )
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{
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INT32 iCount;
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if ( guiNumAwaySlots > 0 )
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@@ -832,7 +832,7 @@ BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, SoldierID usSoldierIndex )
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}
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BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot )
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static BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot )
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{
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UINT32 cnt;
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@@ -2009,7 +2009,7 @@ BOOLEAN ExecuteOverhead( )
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return( TRUE );
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}
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void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
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static void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
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{
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HaltMoveForSoldierOutOfPoints( pSoldier );
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pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
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@@ -2026,7 +2026,7 @@ void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
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UnSetEngagedInConvFromPCAction( pSoldier );
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}
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void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
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static void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
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{
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// Our guys if option set,
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if ( pSoldier->bTeam == gbPlayerNum )
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@@ -2654,7 +2654,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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return( TRUE );
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}
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void HandleMaryArrival( SOLDIERTYPE * pSoldier )
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static void HandleMaryArrival( SOLDIERTYPE * pSoldier )
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{
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INT32 sDist;
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@@ -2692,7 +2692,7 @@ void HandleMaryArrival( SOLDIERTYPE * pSoldier )
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}
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void HandleJohnArrival( SOLDIERTYPE * pSoldier )
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static void HandleJohnArrival( SOLDIERTYPE * pSoldier )
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{
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SOLDIERTYPE * pSoldier2 = NULL;
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INT32 sDist;
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@@ -4689,7 +4689,7 @@ void CivilianGroupChangesSides( UINT8 ubCivilianGroup )
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*/
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}
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void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
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static void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
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{
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SOLDIERTYPE *pSoldier;
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@@ -5176,7 +5176,7 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
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}
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// NB if making changes don't forget to update NewOKDestination
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INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
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static INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
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{
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SoldierID bPerson;
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STRUCTURE *pStructure;
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@@ -6719,7 +6719,7 @@ void SetEnemyPresence()
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extern SoldierID gfLastMercTalkedAboutKillingID;
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BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier )
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static BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier )
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{
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SOLDIERTYPE *pSoldier;
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INT32 cnt;
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@@ -6799,7 +6799,7 @@ BOOLEAN NobodyAlerted( )
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}
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BOOLEAN WeSawSomeoneThisTurn( )
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static BOOLEAN WeSawSomeoneThisTurn( )
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{
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UINT32 uiLoop, uiLoop2;
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SOLDIERTYPE * pSoldier;
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@@ -6825,7 +6825,7 @@ BOOLEAN WeSawSomeoneThisTurn( )
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}
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void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
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static void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
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{
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// WDS - make number of mercenaries, etc. be configurable
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SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {};
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@@ -7043,7 +7043,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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}
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void DeathNoMessageTimerCallback( )
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static void DeathNoMessageTimerCallback( )
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{
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//CheckAndHandleUnloadingOfCurrentWorld();
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if(!is_client)
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@@ -7067,7 +7067,7 @@ void DeathNoMessageTimerCallback( )
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}
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// get a vector of all player-controlled sectors with prison facilities. It is assumed that a sector has max. one of these
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BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
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static BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
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{
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arSectorIDVector.clear();
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@@ -7113,7 +7113,7 @@ extern void DoInterrogation( INT16 sMapX, INT16 sMapY, FLOAT aChanceModifier, IN
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// we cannot simply move all prisoners of a sector. It might be a prison we are already using, so we would move all inmates, not just the new ones
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INT16 gsNumPrisoner[PRISONER_MAX] = {0};
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void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
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static void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
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{
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if ( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() < 0 )
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{
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@@ -7160,7 +7160,7 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
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CHAR16 gPrisonSectorNamesStr[256][128];
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void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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static void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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{
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SOLDIERTYPE* pTeamSoldier;
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INT32 cnt = 0;
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@@ -7341,7 +7341,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// Flugente: for campaign stats, we want to know how many people were wounded.
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// Each time we are wounded, we set a 'wounded'-flag
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// Once combat ends, we count all these flags and remove them
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void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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static void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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{
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SOLDIERTYPE *pSoldier;
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INT32 cnt = 0;
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@@ -7366,7 +7366,7 @@ void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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}
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}
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void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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static void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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{
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if ( !bMapZ ) // Battle ended Above-ground
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{
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@@ -8575,7 +8575,7 @@ BOOLEAN KillIncompacitatedEnemyInSector( )
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BOOLEAN AttackOnGroupWitnessed( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget )
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static BOOLEAN AttackOnGroupWitnessed( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget )
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{
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UINT32 uiSlot;
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SOLDIERTYPE * pGroupMember;
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@@ -8731,7 +8731,7 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
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extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel);
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void HandleSuppressionFire( SoldierID ubTargetedMerc, SoldierID ubCausedAttacker )
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static void HandleSuppressionFire( SoldierID ubTargetedMerc, SoldierID ubCausedAttacker )
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{
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///////////////////////////////////////////////////////////////////////////////
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//
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@@ -9504,7 +9504,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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return( fEnterCombat );
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}
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SOLDIERTYPE *InternalReduceAttackBusyCount( )
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static SOLDIERTYPE *InternalReduceAttackBusyCount( )
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{
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// Strange as this may seem, this function returns a pointer to
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// the *target* in case the target has changed sides as a result
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@@ -10163,7 +10163,7 @@ void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSele
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}
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void DoneFadeOutDueToDeath( )
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static void DoneFadeOutDueToDeath( )
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{
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// Quit game....
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InternalLeaveTacticalScreen( MAINMENU_SCREEN );
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@@ -10237,7 +10237,7 @@ void InitializeTacticalStatusAtBattleStart( )
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}
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void DoneFadeOutDemoCreatureLevel( )
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static void DoneFadeOutDemoCreatureLevel( )
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{
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// OK, insertion data found, enter sector!
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SetCurrentWorldSector( 1, 16, 0 );
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@@ -10246,7 +10246,7 @@ void DoneFadeOutDemoCreatureLevel( )
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}
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void DemoEndOKCallback( INT8 bExitCode )
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static void DemoEndOKCallback( INT8 bExitCode )
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{
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}
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@@ -10836,7 +10836,7 @@ void HandleDisplayingOfPlayerLostDialogue( )
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static SoldierID prisonerdialoguetargetID = NOBODY;
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void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue )
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static void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue )
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{
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// check ubExitValue to see whether we actually want to go through (2)
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if ( ubExitValue != 2
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@@ -10969,7 +10969,7 @@ void HandleTurncoatAttempt( SOLDIERTYPE* pSoldier )
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}
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}
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void EscapeTimerCallback()
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static void EscapeTimerCallback()
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{
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const bool chanceToEscape = Chance(75);
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bool escaped = false;
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@@ -11072,7 +11072,7 @@ void AttemptToCapturePlayerSoldiers()
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#endif
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}
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void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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static void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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{
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SOLDIERTYPE *pSoldier = NULL;
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BOOLEAN success = FALSE;
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