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Remove commented out function
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@@ -120,7 +120,6 @@
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#include "ub_config.h"
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#include "ub_config.h"
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#include "Ja25Update.h"
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#include "Ja25Update.h"
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//void ConvertWeapons( SOLDIERTYPE *pSoldier );
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extern void MakeBadSectorListFromMapsOnHardDrive( BOOLEAN fDisplayMessages ); // ja25 UB
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extern void MakeBadSectorListFromMapsOnHardDrive( BOOLEAN fDisplayMessages ); // ja25 UB
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#endif
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#endif
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@@ -7020,10 +7019,6 @@ if( g_lang == i18n::Lang::de ) {
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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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//#ifdef JA2UB
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//if the soldier has the NON weapon version of the merc knofe or merc umbrella
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//ConvertWeapons( &Menptr[ cnt ] );
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//#endif
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// JA2Gold: fix next-to-previous attacker value
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// JA2Gold: fix next-to-previous attacker value
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Menptr[cnt].ubNextToPreviousAttackerID = NOBODY;
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Menptr[cnt].ubNextToPreviousAttackerID = NOBODY;
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@@ -9740,30 +9735,3 @@ UINT32 CalcJA2EncryptionSet( SAVED_GAME_HEADER * pSaveGameHeader )
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return( uiEncryptionSet );
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return( uiEncryptionSet );
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}
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}
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//inshy: Now we dont need this convertation, all items chenged in the maps
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/*
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#ifdef JA2UB
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void ConvertWeapons( SOLDIERTYPE *pSoldier )
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{
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INT32 iCnt;
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for( iCnt=0; iCnt< NUM_INV_SLOTS; iCnt++)
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{
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if(UsingNewInventorySystem() == false && gGameOptions.ubAttachmentSystem == ATTACHMENT_OLD )
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{
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if( pSoldier->inv[ iCnt ].usItem == 97 || pSoldier->inv[ iCnt ].usItem == 1346 || pSoldier->inv[ iCnt ].usItem == 99
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|| pSoldier->inv[ iCnt ].usItem == 1347 || pSoldier->inv[ iCnt ].usItem == 584 || pSoldier->inv[ iCnt ].usItem == 551 )
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pSoldier->inv[ iCnt ].usItem = 129;
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if( pSoldier->inv[ iCnt ].usItem == 117 || pSoldier->inv[ iCnt ].usItem == 349 || pSoldier->inv[ iCnt ].usItem == 1263 )
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pSoldier->inv[ iCnt ].usItem = 71;
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}
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}
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}
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#endif
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*/
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