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More functions converted to SoldierID
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+10
-10
@@ -913,7 +913,7 @@ BOOLEAN DeInitAnimationSystem( )
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STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState, BOOLEAN fUseAbsolute )
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STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState, BOOLEAN fUseAbsolute )
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{
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INT8 bStructDataType;
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@@ -935,26 +935,26 @@ STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( UINT16 usSoldierID, UINT16
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if ( ( usAnimState == FALLFORWARD_FROMHIT_STAND || usAnimState == GENERIC_HIT_STAND ||
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usAnimState == FALLFORWARD_FROMHIT_CROUCH || usAnimState == STANDING_BURST_HIT ) && !fUseAbsolute )
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{
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return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ S_STRUCT ].pStructureFileRef );
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return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ S_STRUCT ].pStructureFileRef );
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}
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return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ bStructDataType ].pStructureFileRef );
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return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ bStructDataType ].pStructureFileRef );
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}
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STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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STRUCTURE_FILE_REF *GetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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{
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return( InternalGetAnimationStructureRef( usSoldierID, usSurfaceIndex, usAnimState, FALSE ) );
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}
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STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT16 usSoldierID )
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STRUCTURE_FILE_REF *GetDefaultStructureRef( SoldierID usSoldierID )
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{
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return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ DEFAULT_STRUCT ].pStructureFileRef );
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return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ DEFAULT_STRUCT ].pStructureFileRef );
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}
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// Surface mamagement functions
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BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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// Surface management functions
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BOOLEAN LoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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{
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AuxObjectData *pAuxData;
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@@ -1075,7 +1075,7 @@ BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16
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}
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BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
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BOOLEAN UnLoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex )
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{
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// Decrement usage flag, only if this soldier has it currently tagged
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if ( gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ] > 0 )
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@@ -1120,7 +1120,7 @@ BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
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}
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void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID )
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void ClearAnimationSurfacesUsageHistory( SoldierID usSoldierID )
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{
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UINT32 cnt;
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