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Remove #pragma optimize("", off) calls
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@@ -5714,7 +5714,6 @@ UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOL
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// extern SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID );
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// extern SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID );
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#pragma optimize("", off)
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// ATE: THIS FUNCTION IS USED FOR ALL SOLDIER TAKE DAMAGE FUNCTIONS!
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void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGrid )
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{
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@@ -6425,7 +6424,8 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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// anv: taunts are called from UseHandToHand()
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}
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}
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#pragma optimize("", on)
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UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss )
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{
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// NB explosions are so loud they should drown out screams
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