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Import changes from the local SVN working copy
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+2
-2
@@ -69,7 +69,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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// HEADROCK HAM 4: Changed the name of one argument to avoid confusion with the new CTH system.
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INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sApertureRatio, BOOLEAN fBuckshot, BOOLEAN fFake );
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// HEADROCK HAM 5: Function for fragments ejected from an explosion.
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INT8 FireFragmentGivenTarget( UINT8 ubOwner, FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usExplosiveItem );
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INT8 FireFragmentGivenTarget( UINT16 ubOwner, FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usExplosiveItem );
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// Flugente: fire a shot from a gun that has no user (used for traps with attached guns)
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INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT32 gridno, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, INT16 sHitBy);
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@@ -152,7 +152,7 @@ UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTY
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UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
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UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT16 ubTargetID );
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INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
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// sevenfm: AI LOS functions
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INT32 LOS_Raised(SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS);
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