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More functions converted to SoldierID
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@@ -69,7 +69,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOLEAN fInBuilding);
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// HEADROCK HAM 5.1: Explosion Fragments launcher
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void FireFragments( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection = DIRECTION_IRRELEVANT );
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void FireFragments( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection = DIRECTION_IRRELEVANT );
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// Flugente: shoot a gun without anyone operating it (used for makeshift traps wih guns)
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void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECTTYPE* pObj, UINT8 ubDirection = NORTH );
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@@ -394,16 +394,16 @@ void IgniteExplosion( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGr
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void GenerateExplosion( EXPLOSION_PARAMS *pExpParams )
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{
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EXPLOSIONTYPE *pExplosion;
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UINT32 uiFlags;
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UINT8 ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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INT32 iIndex;
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INT8 bLevel;
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UINT32 uiFlags;
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SoldierID ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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INT32 iIndex;
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INT8 bLevel;
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// Assign param values
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uiFlags = pExpParams->uiFlags;
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@@ -449,17 +449,17 @@ void GenerateExplosion( EXPLOSION_PARAMS *pExpParams )
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void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion )
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{
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UINT32 uiFlags;
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UINT8 ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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UINT8 ubTerrainType;
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INT8 bLevel;
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INT32 sSoundID;
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UINT32 uiFlags;
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SoldierID ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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UINT8 ubTerrainType;
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INT8 bLevel;
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INT32 sSoundID;
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ANITILE_PARAMS AniParams;
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@@ -5004,7 +5004,7 @@ BOOLEAN SetOffBombsInGridNo( SoldierID ubID, INT32 sGridNo, BOOLEAN fAllBombs, I
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return( fFoundMine );
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}
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void ActivateSwitchInGridNo( UINT16 ubID, INT32 sGridNo )
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void ActivateSwitchInGridNo( SoldierID ubID, INT32 sGridNo )
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{
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UINT32 uiWorldBombIndex;
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OBJECTTYPE * pObj;
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@@ -5430,7 +5430,7 @@ UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOL
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// HEADROCK HAM 5.1: This handles launching fragments out of an explosion. The number of fragments is read from
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// the Explosives.XML file, and they each have a set amount of damage and range as well. They are currently
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// fired at completely random trajectories.
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void FireFragments( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection )
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void FireFragments( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection )
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{
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// WANNE: Disable Fragments in a multiplayer game, because this can lead to crashes when stepping on mines, ...
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if (is_networked)
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