mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Import changes from the local SVN working copy
This commit is contained in:
+48
-48
@@ -837,7 +837,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
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{
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UINT32 uiLoop;
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UINT16 usMaxDist;
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UINT8 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
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UINT16 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
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UINT8 ubDirection;
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UINT8 ubDirsLeft;
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BOOLEAN fDirChecked[8];
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@@ -1385,7 +1385,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel
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}
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT8 *pubOpponentID)
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT16 * pubOpponentID)
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{
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INT32 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE;
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UINT32 uiLoop;
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@@ -1710,7 +1710,7 @@ INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
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// NOTE: skips EPCs!
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UINT8 ubLoop;
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UINT16 ubLoop;
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SOLDIERTYPE *pTargetSoldier;
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INT32 sMinDist = WORLD_MAX;
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INT32 sDist;
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@@ -1769,7 +1769,7 @@ INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
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// used by NPCs... find the closest PC
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// NOTE: skips EPCs!
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UINT8 ubLoop;
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UINT16 ubLoop;
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SOLDIERTYPE *pTargetSoldier;
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INT32 sMinDist = WORLD_MAX;
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INT32 sDist;
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@@ -2028,7 +2028,7 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT
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BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax )
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{
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UINT8 ubTeamLoop;
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UINT8 ubIDLoop;
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UINT16 ubIDLoop;
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SOLDIERTYPE *pOpponent;
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for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ++ubTeamLoop )
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@@ -2181,7 +2181,7 @@ INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbin
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INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier )
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{
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// find the distance to the closest person on the same team
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UINT8 ubLoop;
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UINT16 ubLoop;
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SOLDIERTYPE *pTargetSoldier;
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INT16 sMinDist = 1000;
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INT16 sDist;
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@@ -3452,9 +3452,9 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
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}
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// Flugente: get the id of the closest soldier with a specific flag that we can currently see
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UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
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UINT16 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
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{
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UINT8 id = NOBODY;
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UINT16 id = NOBODY;
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UINT32 uiLoop;
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SOLDIERTYPE * pFriend;
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INT16 range = aRange;
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@@ -3505,9 +3505,9 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
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}
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// get the id of the closest soldier (closer than x tiles) of a specific team that is wounded that we can currently see
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UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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UINT16 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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{
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UINT8 id = NOBODY;
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UINT16 id = NOBODY;
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UINT32 uiLoop;
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SOLDIERTYPE * pFriend;
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INT16 range = aRange;
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@@ -3554,9 +3554,9 @@ UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
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}
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// get the id of the closest medic (closer than x tiles) of a specific team
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UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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UINT16 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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{
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UINT8 id = NOBODY;
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UINT16 id = NOBODY;
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UINT32 uiLoop;
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SOLDIERTYPE * pFriend;
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INT16 range = aRange;
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@@ -3618,18 +3618,18 @@ INT16 MaxNormalVisionDistance( void )
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// sevenfm: check friendly soldiers between me and noise gridno
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// count only friends that are active and not stationary/onguard/sniper
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UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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UINT16 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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{
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SOLDIERTYPE * pFriend;
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UINT8 ubFriendDir, ubMyDir;
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UINT8 ubFriends = 0;
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UINT16 ubFriends = 0;
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CHECKF(pSoldier);
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ubMyDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo));
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// Run through each friendly.
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for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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{
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pFriend = MercPtrs[ iCounter ];
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ubFriendDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pFriend->sGridNo),CenterY(pFriend->sGridNo));
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@@ -3651,17 +3651,17 @@ UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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}
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// sevenfm: count nearby friend soldiers
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UINT8 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
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UINT16 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
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{
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SOLDIERTYPE * pFriend;
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UINT8 ubFriendCount = 0;
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UINT16 ubFriendCount = 0;
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// safety check
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if( !pSoldier )
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return 0;
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// Run through each friendly.
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for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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{
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pFriend = MercPtrs[ iCounter ];
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// Make sure that character is alive, not too shocked, and conscious, and of higher experience level
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@@ -3970,7 +3970,7 @@ BOOLEAN WeAttack(INT8 bTeam)
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SOLDIERTYPE * pFriend;
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// Run through each friendly.
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for (UINT8 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
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for (UINT16 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
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{
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pFriend = MercPtrs[iCounter];
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@@ -3994,7 +3994,7 @@ UINT8 CountNearbyFriendsLastAttackHit( SOLDIERTYPE *pSoldier, INT32 sGridNo, UIN
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UINT8 ubFriendCount = 0;
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// Run through each friendly.
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for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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{
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pFriend = MercPtrs[ iCounter ];
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@@ -4034,7 +4034,7 @@ UINT8 CountFriendsFlankSameSpot(SOLDIERTYPE *pSoldier, INT32 sSpot)
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}
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// Run through each friendly.
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for (UINT8 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
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for (UINT16 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
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{
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pFriend = MercPtrs[iCounter];
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@@ -4116,7 +4116,7 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
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}
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// Run through each friendly.
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for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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{
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pFriend = MercPtrs[ iCounter ];
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@@ -4145,17 +4145,17 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
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}
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// count friends under fire or with shock
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UINT8 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance)
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UINT16 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance)
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{
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SOLDIERTYPE * pFriend;
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UINT8 ubFriendCount = 0;
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UINT16 ubFriendCount = 0;
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// safety check
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if (bTeam >= MAXTEAMS)
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return 0;
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// Run through each friendly.
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for (UINT8 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
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for (UINT16 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
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{
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pFriend = MercPtrs[iCounter];
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@@ -4397,10 +4397,10 @@ BOOLEAN EnemySeenSoldierRecently( SOLDIERTYPE *pSoldier, UINT8 ubMax )
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return FALSE;
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}
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UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
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UINT16 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
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{
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SOLDIERTYPE *pFriend;
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UINT8 ubFriends = 0;
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UINT16 ubFriends = 0;
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CHECKF( pSoldier );
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@@ -4846,13 +4846,13 @@ BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThre
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return FALSE;
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}
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UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
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UINT16 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
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{
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CHECKF(pSoldier);
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UINT8 ubTeamLoop;
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UINT8 ubIDLoop;
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UINT8 cnt = 0;
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UINT16 ubIDLoop;
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UINT16 cnt = 0;
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for( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
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{
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@@ -5677,7 +5677,7 @@ BOOLEAN DuskLight(void)
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return FALSE;
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}
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BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
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{
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INT8 bPersonalKnowledge;
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INT8 bPublicKnowledge;
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@@ -5701,7 +5701,7 @@ BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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return FALSE;
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}
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INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
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{
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if (!pSoldier || ubOpponentID == NOBODY)
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{
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@@ -5716,7 +5716,7 @@ INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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return PublicKnowledge(pSoldier->bTeam, ubOpponentID);
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}
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INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
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{
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if (!pSoldier || ubOpponentID == NOBODY)
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{
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@@ -5731,7 +5731,7 @@ INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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return KnownPublicLocation(pSoldier->bTeam, ubOpponentID);
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}
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INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
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{
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if (!pSoldier || ubOpponentID == NOBODY)
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{
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@@ -5746,7 +5746,7 @@ INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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return KnownPublicLevel(pSoldier->bTeam, ubOpponentID);
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}
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INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
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{
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if (!pSoldier || ubOpponentID == NOBODY)
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{
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@@ -5756,7 +5756,7 @@ INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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return pSoldier->aiData.bOppList[ubOpponentID];
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}
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INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
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{
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if (!pSoldier || ubOpponentID == NOBODY)
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{
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@@ -5770,7 +5770,7 @@ INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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return gsLastKnownOppLoc[pSoldier->ubID][ubOpponentID];
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}
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INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
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{
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if (!pSoldier || ubOpponentID == NOBODY)
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{
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@@ -5780,7 +5780,7 @@ INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
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return gbLastKnownOppLevel[pSoldier->ubID][ubOpponentID];
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}
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INT8 PublicKnowledge(UINT8 bTeam, UINT8 ubOpponentID)
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INT8 PublicKnowledge(UINT8 bTeam, UINT16 ubOpponentID)
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{
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if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
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{
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@@ -5790,7 +5790,7 @@ INT8 PublicKnowledge(UINT8 bTeam, UINT8 ubOpponentID)
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return gbPublicOpplist[bTeam][ubOpponentID];
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}
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INT32 KnownPublicLocation(UINT8 bTeam, UINT8 ubOpponentID)
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INT32 KnownPublicLocation(UINT8 bTeam, UINT16 ubOpponentID)
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{
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if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
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{
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@@ -5804,7 +5804,7 @@ INT32 KnownPublicLocation(UINT8 bTeam, UINT8 ubOpponentID)
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return gsPublicLastKnownOppLoc[bTeam][ubOpponentID];
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}
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INT8 KnownPublicLevel(UINT8 bTeam, UINT8 ubOpponentID)
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INT8 KnownPublicLevel(UINT8 bTeam, UINT16 ubOpponentID)
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{
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if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
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{
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@@ -5945,14 +5945,14 @@ INT32 RandomizeOpponentLocation(INT32 sSpot, SOLDIERTYPE *pOpponent, INT16 sMaxD
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}
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// first call PrepareThreatlist to make threat list
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UINT8 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
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UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
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{
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CHECKF(pSoldier);
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UINT32 uiLoop;
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INT32 sClosestOpponent = NOWHERE;
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INT32 iRange, iClosestRange;
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UINT8 ubClosestOpponentID = NOBODY;
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UINT16 ubClosestOpponentID = NOBODY;
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// use global defined threat list
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for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
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@@ -5975,14 +5975,14 @@ UINT8 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
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}
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// first call PrepareThreatlist to make threat list
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UINT8 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
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UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
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{
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CHECKF(pSoldier);
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UINT32 uiLoop;
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INT32 sClosestOpponent = NOWHERE;
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INT32 iRange, iClosestRange;
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UINT8 ubClosestOpponentID = NOBODY;
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UINT16 ubClosestOpponentID = NOBODY;
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// use global defined threat list
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for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
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@@ -6103,7 +6103,7 @@ void PrepareThreatlist(SOLDIERTYPE *pSoldier)
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}
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}
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UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance)
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UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance)
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{
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CHECKF(pSoldier);
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@@ -6113,7 +6113,7 @@ UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDista
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INT32 sThreatLoc;
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INT8 iThreatLevel;
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UINT8 ubNum = 0;
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UINT16 ubNum = 0;
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// loop through all the enemies
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for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
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@@ -6157,7 +6157,7 @@ UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDista
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return ubNum;
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}
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UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier)
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UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier)
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{
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CHECKF(pSoldier);
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@@ -6167,7 +6167,7 @@ UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier)
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INT32 sThreatLoc;
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INT8 iThreatLevel;
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UINT8 ubNum = 0;
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UINT16 ubNum = 0;
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// loop through all the enemies
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for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
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