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Convert to SoldierID
Rearranged struct to optimize memory layout
This commit is contained in:
+90
-90
@@ -59,170 +59,171 @@ typedef struct
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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UINT16 usNewState;
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UINT32 usTargetGridNo; // WANNE - MP: Used for manipulating the target grid no
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UINT32 uiUniqueId;
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SoldierID usSoldierID;
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UINT16 usNewState;
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INT16 sXPos;
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INT16 sYPos;
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UINT16 usStartingAniCode;
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BOOLEAN fForce;
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UINT8 usNewDirection;//hayden
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UINT32 usTargetGridNo; // WANNE - MP: Used for manipulating the target grid no
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UINT16 usStartingAniCode;
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BOOLEAN fForce;
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UINT8 usNewDirection;//hayden
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} EV_S_CHANGESTATE;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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INT32 usNewDestination;
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SoldierID usSoldierID;
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UINT32 uiUniqueId;
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INT32 usNewDestination;
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} EV_S_CHANGEDEST;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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FLOAT dNewXPos;
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FLOAT dNewYPos;
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SoldierID usSoldierID;
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UINT32 uiUniqueId;
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FLOAT dNewXPos;
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FLOAT dNewYPos;
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} EV_S_SETPOSITION;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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INT32 sDestGridNo;
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UINT32 uiUniqueId;
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INT32 sDestGridNo;
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SoldierID usSoldierID;
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UINT16 usMovementAnim;
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} EV_S_GETNEWPATH;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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UINT32 uiUniqueId;
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SoldierID usSoldierID;
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} EV_S_BEGINTURN;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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UINT8 ubNewStance;
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UINT32 uiUniqueId;
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SoldierID usSoldierID;
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INT16 sXPos;
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INT16 sYPos;
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UINT8 ubNewStance;
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} EV_S_CHANGESTANCE;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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UINT16 usNewDirection;
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UINT32 uiUniqueId;
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SoldierID usSoldierID;
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UINT16 usNewDirection;
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} EV_S_SETDIRECTION;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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UINT16 usDesiredDirection;
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UINT32 uiUniqueId;
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SoldierID usSoldierID;
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UINT16 usDesiredDirection;
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} EV_S_SETDESIREDDIRECTION;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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INT32 sTargetGridNo;
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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UINT32 uiUniqueId;
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INT32 sTargetGridNo;
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SoldierID usSoldierID;
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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} EV_S_BEGINFIREWEAPON;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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INT32 sTargetGridNo;
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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UINT32 uiUniqueId;
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INT32 sTargetGridNo;
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SoldierID usSoldierID;
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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} EV_S_FIREWEAPON;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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UINT16 usWeaponIndex;
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UINT32 uiUniqueId;
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INT32 iBullet;
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SoldierID usSoldierID;
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SoldierID ubAttackerID;
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UINT16 usWeaponIndex;
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INT16 sDamage;
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INT16 sBreathLoss;
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UINT16 usDirection;
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UINT16 usDirection;
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INT16 sXPos;
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INT16 sYPos;
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INT16 sZPos;
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INT16 sRange;
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UINT16 ubAttackerID;
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BOOLEAN fHit;
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BOOLEAN fHit;
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UINT8 ubSpecial;
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UINT8 ubLocation;
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INT32 iBullet;
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BOOLEAN fStopped;
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BOOLEAN fStopped;
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} EV_S_WEAPONHIT;
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typedef struct
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{
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INT32 iImpact;
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INT32 iBullet;
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INT16 sXPos;
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INT16 sYPos;
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INT16 sZPos;
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UINT16 usWeaponIndex;
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UINT16 usWeaponIndex;
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INT16 bWeaponStatus;
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UINT16 ubAttackerID;
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UINT16 usStructureID;
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INT32 iImpact;
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INT32 iBullet;
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BOOLEAN fStopped;//hayden
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SoldierID ubAttackerID;
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UINT16 usStructureID;
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BOOLEAN fStopped;//hayden
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} EV_S_STRUCTUREHIT;
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typedef struct
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{
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INT32 sGridNo;
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UINT16 usStructureID;
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BOOLEAN fBlowWindowSouth;
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BOOLEAN fLargeForce;
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UINT16 ubAttackerID;
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INT32 iBullet;
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INT32 sGridNo;
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INT32 iBullet;
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UINT16 usStructureID;
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BOOLEAN fBlowWindowSouth;
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BOOLEAN fLargeForce;
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SoldierID ubAttackerID;
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} EV_S_WINDOWHIT;
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typedef struct
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{
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UINT16 ubAttackerID;
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INT32 iBullet;
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INT32 iBullet;
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SoldierID ubAttackerID;
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} EV_S_MISS;
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typedef struct
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{
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UINT16 ubNoiseMaker;
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INT32 sGridNo;
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UINT8 bLevel;
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UINT8 ubTerrType;
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UINT8 ubVolume;
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UINT8 ubNoiseType;
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CHAR16 zNoiseMessage[320];
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INT32 sGridNo;
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SoldierID ubNoiseMaker;
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UINT8 bLevel;
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UINT8 ubTerrType;
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UINT8 ubVolume;
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UINT8 ubNoiseType;
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CHAR16 zNoiseMessage[320];
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} EV_S_NOISE;
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typedef struct
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{
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UINT16 usSoldierID;
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UINT32 uiUniqueId;
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UINT8 ubDirection;
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INT32 sGridNo;
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UINT32 uiUniqueId;
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INT32 sGridNo;
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SoldierID usSoldierID;
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INT16 sXPos;
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INT16 sYPos;
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BOOLEAN fset;
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UINT8 ubDirection;
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BOOLEAN fset;
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} EV_S_STOP_MERC;
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@@ -230,35 +231,34 @@ typedef struct
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typedef struct
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{
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UINT16 usSoldierID;
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// UINT32 uiUniqueId;
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SoldierID usSoldierID;
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// UINT32 uiUniqueId;
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UINT16 usPathDataSize; // Size of Path
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INT32 sAtGridNo; // Owner merc is at this tile when sending packet
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INT32 sAtGridNo; // Owner merc is at this tile when sending packet
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UINT16 usCurrentPathIndex; // Index the owner of the merc is at when sending packet
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UINT16 usPathData[ MAX_PATH_LIST_SIZE ]; // make define // Next X tile to go to
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UINT16 ubNewState; // new movment Anim
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INT32 sDestGridNo;
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// INT8 bActionPoints;
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// INT8 bBreath; // current breath value
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// INT8 bDesiredDirection;
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INT32 sDestGridNo;
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// INT8 bActionPoints;
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// INT8 bBreath; // current breath value
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// INT8 bDesiredDirection;
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// maybe send current action & breath points
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} EV_S_SENDPATHTONETWORK;
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typedef struct
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{
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UINT16 usSoldierID;
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//UINT32 uiUniqueId;
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INT32 sAtGridNo; // Owner merc is at this tile when sending packet
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INT8 bActionPoints; // current A.P. value
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INT8 bBreath; // current breath value
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INT32 sAtGridNo; // Owner merc is at this tile when sending packet
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SoldierID usSoldierID;
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//UINT32 uiUniqueId;
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INT8 bActionPoints; // current A.P. value
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INT8 bBreath; // current breath value
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//hayden
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INT8 bLife;
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INT8 bBleeding;
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UINT16 usTactialTurnLimitCounter;
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UINT16 usTactialTurnLimitMax;
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UINT8 ubDirection;
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INT8 bLife;
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INT8 bBleeding;
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UINT16 usTactialTurnLimitCounter;
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UINT16 usTactialTurnLimitMax;
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UINT8 ubDirection;
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UINT8 ubNewStance;
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} EV_S_UPDATENETWORKSOLDIER;
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