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More conversions to SoldierID
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@@ -248,7 +248,7 @@ INT8 gbSmellStrength[3] =
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};
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UINT16 gsWhoThrewRock = NOBODY;
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SoldierID gsWhoThrewRock = NOBODY;
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// % values of sighting distance at various light levels
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//DBrot: use gGameExternalOptions.ubBrightnessVisionMod instead
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@@ -1056,7 +1056,7 @@ void OurTeamRadiosRandomlyAbout(UINT16 ubAbout)
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INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT16 ubExcludeID, INT8 bIteration )
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INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, SoldierID ubExcludeID, INT8 bIteration )
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{
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SOLDIERTYPE *pMate;
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SoldierID bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
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@@ -1833,7 +1833,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
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{
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// check if I was the only one who was seeing this guy (exlude ourselves)
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// THIS MUST HAPPEN EVEN FOR ENEMIES, TO MAKE THEIR PUBLIC opplist DECAY!
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if (TeamNoLongerSeesMan(pSoldier->bTeam,pOpponent,pSoldier->ubID, 0 ))
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if (TeamNoLongerSeesMan(pSoldier->bTeam, pOpponent, pSoldier->ubID, 0))
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{
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#ifdef TESTOPPLIST
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String( "TeamNoLongerSeesMan: ID %d(%S) to ID %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID) );
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@@ -5720,7 +5720,7 @@ void ProcessNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubT
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UINT8 ubLoudestEffVolume, ubEffVolume;
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// UINT8 ubPlayVolume;
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UINT8 ubSourceTerrType;
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UINT16 ubSource;
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SoldierID ubSource;
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INT8 bTellPlayer = FALSE, bHeard, bSeen;
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SoldierID ubHeardLoudestBy = NOBODY;
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UINT8 ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
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@@ -7718,9 +7718,9 @@ void SetWatchedLocAsUsed( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
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BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
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{
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// look to see if there is anyone near the watched loc who is not on this team
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UINT16 ubID;
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INT32 sTempGridNo;
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INT16 sX, sY;
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SoldierID ubID;
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INT32 sTempGridNo;
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INT16 sX, sY;
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for ( sY = -WATCHED_LOC_RADIUS; sY <= WATCHED_LOC_RADIUS; sY++ )
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{
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@@ -7732,7 +7732,7 @@ BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
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continue;
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}
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ubID = WhoIsThere2( sTempGridNo, bLevel );
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if ( ubID != NOBODY && MercPtrs[ ubID ]->bTeam != bTeam )
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if ( ubID != NOBODY && ubID->bTeam != bTeam )
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{
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return( FALSE );
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}
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