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More functions converted to SoldierID
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@@ -13,20 +13,17 @@
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// Explosion Data
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typedef struct
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{
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UINT32 uiFlags;
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UINT16 ubOwner;
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INT8 ubTypeID;
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UINT16 usItem;
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT32 sGridNo; // World GridNo
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BOOLEAN fLocate;
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INT8 bLevel; // World level
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UINT8 ubUnsed[1];
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UINT32 uiFlags;
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SoldierID ubOwner;
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INT8 ubTypeID;
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UINT16 usItem;
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT32 sGridNo; // World GridNo
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BOOLEAN fLocate;
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INT8 bLevel; // World level
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UINT8 ubUnsed[1];
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} EXPLOSION_PARAMS;
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@@ -34,12 +31,11 @@ typedef struct
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typedef struct
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{
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EXPLOSION_PARAMS Params;
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BOOLEAN fAllocated;
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INT16 sCurrentFrame;
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INT32 iID;
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INT32 iLightID;
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UINT8 ubUnsed[2];
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BOOLEAN fAllocated;
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INT16 sCurrentFrame;
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INT32 iID;
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INT32 iLightID;
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UINT8 ubUnsed[2];
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} EXPLOSIONTYPE;
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@@ -112,7 +108,7 @@ void HandleExplosionWarningAnimations( );
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void DecayBombTimers( void );
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void SetOffBombsByFrequency( SoldierID ubID, INT8 bFrequency );
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BOOLEAN SetOffBombsInGridNo( SoldierID ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
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void ActivateSwitchInGridNo( UINT16 ubID, INT32 sGridNo );
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void ActivateSwitchInGridNo( SoldierID ubID, INT32 sGridNo );
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void SetOffPanicBombs( UINT16 ubID, INT8 bPanicTrigger );
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void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame );
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