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Use SoldierID
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+4
-4
@@ -175,7 +175,7 @@ void CheckForChangingOrders(SOLDIERTYPE *pSoldier );
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INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier );
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT16 * pubOpponentID = NULL);
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID *pubOpponentID = NULL);
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INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance );
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INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ); // Flugente: like ClosestPC(...), but does not account for covert or not visible mercs
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BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck );
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@@ -277,13 +277,13 @@ INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, SoldierID ubOppID, INT3
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UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo );
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// Flugente: get the id of the closest soldier (coser than x tiles) of a specific team 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 = TRUE );
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SoldierID GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight = TRUE );
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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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// 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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// sevenfm:
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BOOLEAN NightLight(void);
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