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Use SoldierID
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@@ -1378,7 +1378,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel
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}
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT16 * pubOpponentID)
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID * pubOpponentID)
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{
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INT32 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE;
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UINT32 uiLoop;
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@@ -3445,9 +3445,9 @@ 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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UINT16 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
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SoldierID GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
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{
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UINT16 id = NOBODY;
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SoldierID 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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@@ -3498,9 +3498,9 @@ UINT16 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 a
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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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UINT16 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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SoldierID GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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{
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UINT16 id = NOBODY;
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SoldierID 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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@@ -3547,9 +3547,9 @@ UINT16 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 a
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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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UINT16 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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SoldierID GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
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{
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UINT16 id = NOBODY;
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SoldierID 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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