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REAL_OBJECT.ubLastTargetTakenDamage -> SoldierID
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@@ -2471,7 +2471,7 @@ void CheckForObjectHittingMerc( REAL_OBJECT *pObject, UINT16 usStructureID )
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// Is it a guy?
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// Is it a guy?
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if ( usStructureID < INVALID_STRUCTURE_ID )
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if ( usStructureID < INVALID_STRUCTURE_ID )
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{
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{
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if ( pObject->ubLastTargetTakenDamage != (UINT8)usStructureID )
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if ( pObject->ubLastTargetTakenDamage != usStructureID )
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{
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{
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// Flugente: if this fails, something is very wrong indeed
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// Flugente: if this fails, something is very wrong indeed
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Assert(usStructureID<TOTAL_SOLDIERS);
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Assert(usStructureID<TOTAL_SOLDIERS);
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@@ -2488,7 +2488,7 @@ void CheckForObjectHittingMerc( REAL_OBJECT *pObject, UINT16 usStructureID )
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pSoldier->EVENT_SoldierGotHit( NOTHING, sDamage, sBreath, pSoldier->ubDirection, 0, pObject->ubOwner, FIRE_WEAPON_TOSSED_OBJECT_SPECIAL, 0, 0, NOWHERE );
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pSoldier->EVENT_SoldierGotHit( NOTHING, sDamage, sBreath, pSoldier->ubDirection, 0, pObject->ubOwner, FIRE_WEAPON_TOSSED_OBJECT_SPECIAL, 0, 0, NOWHERE );
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pObject->ubLastTargetTakenDamage = (UINT8)( usStructureID );
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pObject->ubLastTargetTakenDamage = usStructureID;
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}
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}
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}
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}
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}
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}
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@@ -133,7 +133,7 @@ public:
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BOOLEAN fPotentialForDebug;
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BOOLEAN fPotentialForDebug;
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INT32 sLevelNodeGridNo;
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INT32 sLevelNodeGridNo;
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INT32 iSoundID;
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INT32 iSoundID;
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UINT8 ubLastTargetTakenDamage;
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SoldierID ubLastTargetTakenDamage;
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// OJW - 20091002 - mp explosives
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// OJW - 20091002 - mp explosives
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UINT8 mpTeam; // the intiating clients team
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UINT8 mpTeam; // the intiating clients team
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INT32 mpRealObjectID; // ID from the initiating client
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INT32 mpRealObjectID; // ID from the initiating client
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@@ -183,4 +183,4 @@ INT32 RandomGridFromRadius( INT32 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRad
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UINT32 GetArtilleryTargetGridNo( UINT32 sTargetGridNo, INT8 bRadius );
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UINT32 GetArtilleryTargetGridNo( UINT32 sTargetGridNo, INT8 bRadius );
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BOOLEAN GetArtilleryLaunchParams(UINT32 sStartingGridNo, UINT32 sTargetGridNo, UINT8 ubTargetLevel, INT16 sStartZ, INT16 sEndZ, UINT16 usLauncher, OBJECTTYPE* pObj, FLOAT* pdForce, FLOAT* pdDegrees);
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BOOLEAN GetArtilleryLaunchParams(UINT32 sStartingGridNo, UINT32 sTargetGridNo, UINT8 ubTargetLevel, INT16 sStartZ, INT16 sEndZ, UINT16 usLauncher, OBJECTTYPE* pObj, FLOAT* pdForce, FLOAT* pdDegrees);
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#endif
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#endif
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