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Import changes from the local SVN working copy
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+4
-4
@@ -454,12 +454,12 @@ extern INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier );
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// Flugente: fire resistance
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INT16 ArmourVersusFirePercent( SOLDIERTYPE * pSoldier );
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extern BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
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extern void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange , UINT8 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation );
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extern void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped );
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extern void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, UINT16 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation );
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extern void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT16 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped );
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extern void WindowHit( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce );
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// HEADROCK HAM 5.1: Moved to Bullets.h
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extern BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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extern void ShotMiss( UINT8 ubAttackerID, INT32 iBullet );
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extern void ShotMiss( UINT16 ubAttackerID, INT32 iBullet );
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extern UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
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extern UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
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extern UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos, INT8 bTargetLevel, UINT16 usAnimState);//dnl ch59 180813
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@@ -536,7 +536,7 @@ FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj );
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FLOAT GetOverheatDamageThresholdModifier( OBJECTTYPE *pObj );
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FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj );
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BOOLEAN ArtilleryStrike( UINT16 usItem, UINT8 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos );
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BOOLEAN ArtilleryStrike( UINT16 usItem, UINT16 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos );
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// Flugente: functions for using several barrels at once
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UINT8 GetNextBarrelMode( UINT16 usItem, UINT8 aBarrelMode );
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