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Set functions static
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+19
-19
@@ -767,7 +767,7 @@ void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
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fMapPanelDirty = TRUE;
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}
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BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
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static BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
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{
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AssertNotNIL(pSoldier);
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// global conditions restricting all assignment changes
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@@ -1350,7 +1350,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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return( FALSE );
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}
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BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
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static BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
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{
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AssertNotNIL(pSoldier);
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@@ -2433,7 +2433,7 @@ BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier )
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return( TRUE );
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}
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BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
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static BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
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{
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AssertNotNIL(pSoldier);
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@@ -2818,7 +2818,7 @@ BOOLEAN CanCharacterSnitch( SOLDIERTYPE *pSoldier )
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return( FALSE );
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}
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BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
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static BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
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{
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AssertNotNIL(pSoldier);
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@@ -2849,7 +2849,7 @@ BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
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return( TRUE );
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}
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BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
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static BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
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{
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AssertNotNIL(pSoldier);
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@@ -2880,7 +2880,7 @@ BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
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return( TRUE );
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}
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BOOLEAN CanCharacterSnitchInPrison( SOLDIERTYPE *pSoldier )
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static BOOLEAN CanCharacterSnitchInPrison( SOLDIERTYPE *pSoldier )
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{
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AssertNotNIL(pSoldier);
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@@ -3158,7 +3158,7 @@ UINT8 GetNumberThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLE
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return( ubNumberOfPeople );
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}
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SOLDIERTYPE* GetPatientThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
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static SOLDIERTYPE* GetPatientThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
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{
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int cnt;
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SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
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@@ -3579,7 +3579,7 @@ UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier )
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return( usValue );
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}
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UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
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static UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
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{
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// this is an assignment
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UINT32 usValue = 0;
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@@ -3615,7 +3615,7 @@ UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
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return( usValue );
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}
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UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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static UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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{
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UINT32 prisonguardvalue = 0;
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@@ -3636,7 +3636,7 @@ UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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return( prisonguardvalue );
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}
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UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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static UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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{
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UINT32 prisonguardvalue = 0;
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@@ -3657,7 +3657,7 @@ UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ
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return( prisonguardvalue );
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}
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UINT32 CalculateAllGuardsNumberInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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static UINT32 CalculateAllGuardsNumberInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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{
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UINT8 numprisonguards = 0;
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@@ -3832,7 +3832,7 @@ INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier)
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}
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// anv: handle prisoners exposing snitch as a snitch
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BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
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static BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
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{
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UINT32 uiSuspicion = 0;
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UINT32 uiCoverQuality = 0;
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@@ -5090,7 +5090,7 @@ OBJECTTYPE* FindRepairableItemInSpecificPocket(SOLDIERTYPE * pSoldier, OBJECTTYP
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}
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// Flugente: changed this function so that it repairs items up to a variable threshold instead of always 100%. This will only happen if the option gGameExternalOptions.fAdvRepairSystem is used
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void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, INT16 sThreshold, UINT8 * pubRepairPtsLeft )
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static void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, INT16 sThreshold, UINT8 * pubRepairPtsLeft )
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{
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INT16 sRepairCostAdj;
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UINT16 usDamagePts, usPtsFixed;
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@@ -6814,7 +6814,7 @@ struct admintmpstruct
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FLOAT percentage;
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};
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UINT16 GetNumberofAdministratableMercs( INT16 sX, INT16 sY )
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static UINT16 GetNumberofAdministratableMercs( INT16 sX, INT16 sY )
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{
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UINT16 num = 0;
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UINT8 townid_origin = GetTownIdForSector( sX, sY );
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@@ -7927,7 +7927,7 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
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return ( FALSE );
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}
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void Interrogateprisoner(UINT8 aPrisonerType, FLOAT aChanceModifier, INT8& arMilitiaType, UINT32& arRansom, FLOAT& arIntel )
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static void Interrogateprisoner(UINT8 aPrisonerType, FLOAT aChanceModifier, INT8& arMilitiaType, UINT32& arRansom, FLOAT& arIntel )
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{
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arMilitiaType = -1;
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@@ -11454,7 +11454,7 @@ void ClearScreenMaskForMapScreenExit( void )
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CreateDestroyMouseRegionsForPrisonerMenu( );
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}
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void CreateDestroyMouseRegions( void )
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static void CreateDestroyMouseRegions( void )
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{
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static BOOLEAN fCreated = FALSE;
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UINT32 iCounter = 0;
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@@ -12671,7 +12671,7 @@ void RemoveMercMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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}
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}
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void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
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static void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
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{
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// This function will setup the quote, then start dialogue beginning the actual leave sequence
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if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
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@@ -12774,7 +12774,7 @@ void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
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}
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void MercDismissConfirmCallBack( UINT8 bExitValue )
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static void MercDismissConfirmCallBack( UINT8 bExitValue )
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{
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if ( bExitValue == MSG_BOX_RETURN_YES )
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{
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@@ -21371,7 +21371,7 @@ void PayFacilityCostsYesNoBoxCallback( UINT8 bExitValue )
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}
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// HEADROCK HAM 3.6: Callback on agreeing to pay off facility debts before you can assign another character to facility work.
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void PayFacilityDebtManuallyYesNoBoxCallback( UINT8 bExitValue )
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static void PayFacilityDebtManuallyYesNoBoxCallback( UINT8 bExitValue )
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{
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// This callback should only be called if the player can pay off the ENTIRE debt!!
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Assert( LaptopSaveInfo.iCurrentBalance >= giTotalOwedForFacilityOperationsToday );
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