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SoldierTakeDamage & SoldierTakeDelayedDamage to SoldierID
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@@ -1711,10 +1711,10 @@ public:
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void ChangeSoldierStance( UINT8 ubDesiredStance );
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void StopSoldier( void );
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void ReviveSoldier( void );
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UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT16 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
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UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, SoldierID ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
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// anv: resolve damage with delay, e.g. damage applied mid movement that would cause issues with world data if applied immediately
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void SoldierTakeDelayedDamage(INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage);
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void SoldierTakeDelayedDamage(INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, SoldierID ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage);
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void ResolveDelayedDamage();
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// Palette functions for soldiers
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