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Convert functions and globals to SoldierID
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+4
-4
@@ -70,7 +70,7 @@ struct TacticalStatusType
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INT32 sPanicTriggerGridNoUnused;
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INT16 sHandGrid;
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UINT16 ubSpottersCalledForBy;
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UINT16 ubTheChosenOne;
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SoldierID ubTheChosenOne;
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UINT32 uiTimeOfLastInput;
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UINT32 uiTimeSinceDemoOn;
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UINT32 uiCountdownToRestart;
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@@ -224,7 +224,7 @@ void EndTurn( UINT8 ubNextTeam );
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void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode );
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void EndTacticalDemo( );
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void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect );
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void SelectSoldier( SoldierID usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect );
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//Kaiden: Function declaration from UB to reveal all items after combat.
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void RevealAllDroppedEnemyItems();
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@@ -241,8 +241,8 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
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UINT16 LastActiveTeamMember( UINT16 ubTeam );
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BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier );
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UINT16 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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UINT16 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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SoldierID FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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BOOLEAN CheckForPlayerTeamInMissionExit( );
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void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldier );
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