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Move variable declarations to point of initialization
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@@ -2448,7 +2448,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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INT8 bActionReturned;
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INT32 iDummy;
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INT32 iChance;
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INT32 sClosestOpponent = NOWHERE, sClosestFriend = NOWHERE;
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INT32 sClosestDisturbance = NOWHERE, sCheckGridNo;
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INT32 sDistVisible;
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UINT8 ubCanMove,ubOpponentDir;
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@@ -2499,7 +2498,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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}
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// sevenfm: find closest opponent
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sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
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INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
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DebugAI(AI_MSG_INFO, pSoldier, String("sClosestOpponent %d", sClosestOpponent));
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if (!SightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE))
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@@ -4282,7 +4281,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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#ifdef AI_TIMING_TESTS
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uiStartTime = GetJA2Clock();
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#endif
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sClosestFriend = ClosestReachableFriendInTrouble(pSoldier, &fClimb );
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INT32 sClosestFriend = ClosestReachableFriendInTrouble(pSoldier, &fClimb );
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#ifdef AI_TIMING_TESTS
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uiEndTime = GetJA2Clock();
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@@ -4897,9 +4896,9 @@ BOOLEAN SoldierCondFalse(SOLDIERTYPE *pSoldier) { return FALSE; }
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INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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{
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INT32 iCoverPercentBetter, iOffense, iDefense, iChance;
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INT32 sClosestOpponent = NOWHERE,sBestCover = NOWHERE;//dnl ch58 160813
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INT32 sClosestDisturbance;
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INT16 ubMinAPCost;
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INT32 sBestCover = NOWHERE;//dnl ch58 160813
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INT32 sClosestDisturbance;
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INT16 ubMinAPCost;
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INT8 bDirection;
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UINT8 ubBestAttackAction = AI_ACTION_NONE;
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INT8 bCanAttack,bActionReturned;
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@@ -4917,15 +4916,15 @@ INT16 ubMinAPCost;
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BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
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INT16 ubBurstAPs;
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UINT8 ubOpponentDir;
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INT32 sCheckGridNo;
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INT32 sCheckGridNo;
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BOOLEAN fAllowCoverCheck = FALSE;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack");
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INT32 sOpponentGridNo;
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INT8 bOpponentLevel;
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sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
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INT32 sOpponentGridNo;
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INT8 bOpponentLevel;
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INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
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DebugAI(AI_MSG_INFO, pSoldier, String("sClosestOpponent %d", sClosestOpponent));
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// sevenfm: disable stealth mode
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