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Import changes from the local SVN working copy
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@@ -131,7 +131,7 @@ class ATTACKTYPE
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{
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public:
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UINT8 ubPossible; // is this attack form possible
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UINT8 ubOpponent; // which soldier is the victim
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UINT16 ubOpponent; // which soldier is the victim
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//CHANGED STRUCTURE VALUE BY GOTTHARD 7/14/07
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INT16 ubAimTime; // how many extra APs to spend on aiming
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INT16 ubChanceToReallyHit; // chance to hit * chance to get through cover
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@@ -213,7 +213,7 @@ void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature );
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// sevenfm:
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void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
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void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
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void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT8 ubOpponentID);
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void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT16 ubOpponentID);
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INT32 FindTossSpotInDirection(INT32 sSpot, INT8 bLevel, INT32 sTargetSpot, BOOLEAN fCheckAdjacentDirections, BOOLEAN fCheckFarther);
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void CheckTossGrenadeAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT8 ubGrenadeType);
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@@ -319,7 +319,7 @@ BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, U
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// Get the ID of the farthest opponent we can see, with an optional minimum range
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// puID - ID of the farthest opponent pSoldier can see
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// sRange - only return true and give an idea if opponent found is further away than this
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BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT8* puID, INT16 sRange);
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BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT16 * puID, INT16 sRange);
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// are there more allies than friends in adjacent sectors?
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BOOLEAN MoreFriendsThanEnemiesinNearbysectors(UINT8 ausTeam, INT16 aX, INT16 aY, INT8 aZ);
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