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Convert to SoldierID
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@@ -8799,7 +8799,7 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
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extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel);
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extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel);
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void HandleSuppressionFire( UINT16 ubTargetedMerc, UINT16 ubCausedAttacker )
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void HandleSuppressionFire( SoldierID ubTargetedMerc, SoldierID ubCausedAttacker )
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{
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{
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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//
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//
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@@ -8831,7 +8831,7 @@ void HandleSuppressionFire( UINT16 ubTargetedMerc, UINT16 ubCausedAttacker )
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////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - modify suppression effectiveness based on weapon caliber (i.e. damage)
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// SANDRO - modify suppression effectiveness based on weapon caliber (i.e. damage)
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INT16 sFinalSuppressionEffectiveness = gGameExternalOptions.sSuppressionEffectiveness;
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INT16 sFinalSuppressionEffectiveness = gGameExternalOptions.sSuppressionEffectiveness;
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pAttacker = MercPtrs[ubCausedAttacker];
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pAttacker = ubCausedAttacker;
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if (pAttacker && pAttacker->inv[pAttacker->ubAttackingHand].exists() && Item[pAttacker->inv[pAttacker->ubAttackingHand].usItem].usItemClass == IC_GUN)
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if (pAttacker && pAttacker->inv[pAttacker->ubAttackingHand].exists() && Item[pAttacker->inv[pAttacker->ubAttackingHand].usItem].usItemClass == IC_GUN)
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{
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{
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OBJECTTYPE *pWeapon = &pAttacker->inv[pAttacker->ubAttackingHand];
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OBJECTTYPE *pWeapon = &pAttacker->inv[pAttacker->ubAttackingHand];
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@@ -9577,11 +9577,11 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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// Strange as this may seem, this function returns a pointer to
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// Strange as this may seem, this function returns a pointer to
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// the *target* in case the target has changed sides as a result
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// the *target* in case the target has changed sides as a result
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// of being attacked
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// of being attacked
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SOLDIERTYPE * pSoldier;
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE * pTarget;
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SOLDIERTYPE *pTarget;
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BOOLEAN fEnterCombat = FALSE;
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BOOLEAN fEnterCombat = FALSE;
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UINT32 cnt;
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UINT32 cnt;
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UINT16 ubID;
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SoldierID ubID;
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// if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
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// if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
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@@ -21415,12 +21415,12 @@ BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID )
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return FALSE;
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return FALSE;
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}
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}
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UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, INT16 sApproach )
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UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( SoldierID usID, INT16 sApproach )
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{
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{
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if ( usID >= NOBODY )
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if ( usID >= NOBODY )
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return 0;
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return 0;
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SOLDIERTYPE* pSoldier = MercPtrs[usID];
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SOLDIERTYPE* pSoldier = usID;
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if ( !pSoldier
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if ( !pSoldier
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|| pSoldier->bTeam != ENEMY_TEAM )
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|| pSoldier->bTeam != ENEMY_TEAM )
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@@ -2087,7 +2087,7 @@ public:
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// Flugente: turncoats
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// Flugente: turncoats
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BOOLEAN InPositionForTurncoatAttempt( UINT16 usID );
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BOOLEAN InPositionForTurncoatAttempt( UINT16 usID );
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UINT8 GetTurncoatConvinctionChance( UINT16 usID, INT16 usApproach );
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UINT8 GetTurncoatConvinctionChance( SoldierID usID, INT16 usApproach );
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void AttemptToCreateTurncoat( UINT16 usID );
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void AttemptToCreateTurncoat( UINT16 usID );
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BOOLEAN OrderTurnCoatToSwitchSides( UINT16 usID );
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BOOLEAN OrderTurnCoatToSwitchSides( UINT16 usID );
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void OrderAllTurnCoatToSwitchSides();
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void OrderAllTurnCoatToSwitchSides();
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