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Import changes from the local SVN working copy
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+10
-10
@@ -117,7 +117,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate);
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void AddOneOpponent(SOLDIERTYPE *pSoldier);
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void RemoveOneOpponent(SOLDIERTYPE *pSoldier);
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void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel);
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void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel);
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INT16 MaxNormalDistanceVisible( void );
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INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel, const BOOLEAN& isCowering, const UINT8& tunnelVision);
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void ResetLastKnownLocs(SOLDIERTYPE *ptr);
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@@ -129,9 +129,9 @@ void InitOpponentKnowledgeSystem(void);
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void InitSoldierOppList(SOLDIERTYPE *pSoldier);
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void BetweenTurnsVisibilityAdjustments(void);
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void RemoveManAsTarget(SOLDIERTYPE *pSoldier);
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void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel );
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void RadioSightings(SOLDIERTYPE *pSoldier, UINT8 ubAbout, UINT8 ubTeamToRadioTo );
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void OurTeamRadiosRandomlyAbout(UINT8 ubAbout);
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void UpdatePublic(UINT8 ubTeam, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel );
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void RadioSightings(SOLDIERTYPE *pSoldier, UINT16 ubAbout, UINT8 ubTeamToRadioTo );
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void OurTeamRadiosRandomlyAbout(UINT16 ubAbout);
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void DebugSoldierPage1( );
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void DebugSoldierPage2( );
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void DebugSoldierPage3( );
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@@ -139,8 +139,8 @@ void DebugSoldierPage4( );
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UINT8 MovementNoise( SOLDIERTYPE *pSoldier );
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UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier );
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void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void MakeNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void OurNoise( UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType);
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@@ -151,9 +151,9 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
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BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier );
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INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel );
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INT8 GetHighestVisibleWatchedLoc( UINT8 ubID );
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INT8 GetHighestWatchedLocPoints( UINT8 ubID );
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INT8 GetWatchedLocPoints( UINT16 ubID, INT32 sGridNo, INT8 bLevel );
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INT8 GetHighestVisibleWatchedLoc( UINT16 ubID );
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INT8 GetHighestWatchedLocPoints( UINT16 ubID );
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void TurnOffEveryonesMuzzleFlashes( void );
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void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam );
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@@ -164,7 +164,7 @@ void CheckHostileOrSayQuoteList( void );
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void InitOpplistForDoorOpening( void );
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UINT8 DoorOpeningNoise( SOLDIERTYPE * pSoldier );
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void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
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void AddToShouldBecomeHostileOrSayQuoteList( UINT16 ubID );
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//extern INT8 gbLightSighting[1][16];
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