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GENERAL_SAVE_INFO members to SoldierID
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@@ -232,7 +232,7 @@ typedef struct
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BOOLEAN fHavePurchasedItemsFromTony;
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//The selected soldier in tactical
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UINT16 usSelectedSoldier;
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SoldierID usSelectedSoldier;
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// The x and y scroll position
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INT16 sRenderCenterX;
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@@ -313,7 +313,7 @@ typedef struct
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INT16 sCurInterfacePanel;
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UINT16 ubSMCurrentMercID;
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SoldierID ubSMCurrentMercID;
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BOOLEAN fFirstTimeInMapScreen;
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@@ -321,9 +321,9 @@ typedef struct
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BOOLEAN fDisableMapInterfaceDueToBattle;
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INT32 sBoxerGridNo[ NUM_BOXERS ];
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UINT16 ubBoxerID[ NUM_BOXERS ];
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BOOLEAN fBoxerFought[ NUM_BOXERS ];
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INT32 sBoxerGridNo[ NUM_BOXERS ];
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SoldierID ubBoxerID[ NUM_BOXERS ];
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BOOLEAN fBoxerFought[ NUM_BOXERS ];
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BOOLEAN fHelicopterDestroyed; //if the chopper is destroyed
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BOOLEAN fShowMapScreenHelpText; //If true, displays help in mapscreen
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@@ -341,8 +341,8 @@ typedef struct
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BOOLEAN ubPlayerProgressSkyriderLastCommentedOn;
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BOOLEAN gfMeanwhileTryingToStart;
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BOOLEAN gfInMeanwhile;
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BOOLEAN gfMeanwhileTryingToStart;
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BOOLEAN gfInMeanwhile;
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// list of dead guys for squads...in id values->-1 means no one home
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INT16 sDeadMercs[ NUMBER_OF_SQUADS ][ NUMBER_OF_SOLDIERS_PER_SQUAD ];
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@@ -8536,7 +8536,7 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
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// Save boxing info
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memcpy( &sGeneralInfo.sBoxerGridNo, &gsBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) );
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memcpy( &sGeneralInfo.ubBoxerID, &gubBoxerID, NUM_BOXERS * sizeof( INT8 ) );
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memcpy( &sGeneralInfo.ubBoxerID, &gubBoxerID, NUM_BOXERS * sizeof( UINT16 ) );
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memcpy( &sGeneralInfo.fBoxerFought, &gfBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) );
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//Save the helicopter status
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@@ -9068,7 +9068,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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if( sGeneralInfo.ubSMCurrentMercID == NOBODY)
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gpSMCurrentMerc = NULL;
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else
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gpSMCurrentMerc = &Menptr[ sGeneralInfo.ubSMCurrentMercID ];
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gpSMCurrentMerc = sGeneralInfo.ubSMCurrentMercID;
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//Set the interface panel to the team panel
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ShutdownCurrentPanel( );
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@@ -3601,7 +3601,7 @@ static int l_gubBoxerID(lua_State *L)
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if ( n >= 2 )
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{
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UINT8 val = lua_tointeger( L, 1 );
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UINT8 val2 = lua_tointeger( L, 2 );
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UINT16 val2 = lua_tointeger( L, 2 );
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if (val <= 2)
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{
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+20
-20
@@ -23,13 +23,13 @@
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#include "message.h"
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#include "GameSettings.h" // added by SANDRO
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INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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UINT16 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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BOOLEAN gfBoxerFought[ NUM_BOXERS ] = { FALSE, FALSE, FALSE };
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BOOLEAN gfLastBoxingMatchWonByPlayer = FALSE;
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UINT8 gubBoxingMatchesWon = 0;
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UINT8 gubBoxersRests = 0;
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BOOLEAN gfBoxersResting = FALSE;
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INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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SoldierID gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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BOOLEAN gfBoxerFought[ NUM_BOXERS ] = { FALSE, FALSE, FALSE };
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BOOLEAN gfLastBoxingMatchWonByPlayer = FALSE;
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UINT8 gubBoxingMatchesWon = 0;
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UINT8 gubBoxersRests = 0;
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BOOLEAN gfBoxersResting = FALSE;
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extern void RecalculateOppCntsDueToBecomingNeutral( SOLDIERTYPE * pSoldier );
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@@ -326,8 +326,8 @@ void CountPeopleInBoxingRingAndDoActions( void )
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BOOLEAN CheckOnBoxers( void )
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{
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UINT32 uiLoop;
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UINT16 ubID;
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UINT32 uiLoop;
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SoldierID ubID;
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// repick boxer IDs every time
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if ( gubBoxerID[0] == NOBODY )
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@@ -337,15 +337,15 @@ BOOLEAN CheckOnBoxers( void )
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{
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ubID = WhoIsThere2( gsBoxerGridNo[ uiLoop ], 0 );
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// WANNE: Safty check!
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// WANNE: Safety check!
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if (ubID < TOTAL_SOLDIERS)
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{
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if ( FindObjClass( MercPtrs[ ubID ], IC_WEAPON ) == NO_SLOT &&
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IS_MERC_BODY_TYPE( MercPtrs[ ubID ] ) )
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if ( FindObjClass( ubID, IC_WEAPON ) == NO_SLOT &&
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IS_MERC_BODY_TYPE( ubID ) )
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{
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// no weapon and not a civilian so this guy is a boxer
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gubBoxerID[ uiLoop ] = ubID;
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DebugQuestInfo(String("CheckOnBoxers: set gubBoxerID[%d] %d", ubID, gubBoxerID[uiLoop]));
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DebugQuestInfo(String("CheckOnBoxers: set gubBoxerID[%d] to %d", uiLoop, ubID.i));
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}
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}
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}
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@@ -375,8 +375,8 @@ BOOLEAN BoxerExists( void )
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BOOLEAN PickABoxer( void )
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{
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UINT32 uiLoop;
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SOLDIERTYPE* pBoxer;
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UINT32 uiLoop;
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SOLDIERTYPE *pBoxer;
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for( uiLoop = 0; uiLoop < NUM_BOXERS; ++uiLoop )
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{
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@@ -385,11 +385,11 @@ BOOLEAN PickABoxer( void )
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if ( gfBoxerFought[ uiLoop ] )
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{
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// pathetic attempt to prevent multiple AI boxers
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MercPtrs[ gubBoxerID[ uiLoop ] ]->DeleteBoxingFlag();
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gubBoxerID[ uiLoop ]->DeleteBoxingFlag();
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}
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else
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{
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pBoxer = MercPtrs[ gubBoxerID[ uiLoop ] ];
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pBoxer = gubBoxerID[ uiLoop ];
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// pick this boxer!
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if ( pBoxer->bActive && pBoxer->bInSector && pBoxer->stats.bLife >= OKLIFE )
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{
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@@ -446,7 +446,7 @@ BOOLEAN BoxerAvailable( void )
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{
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if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
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{
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if( MercPtrs[ gubBoxerID[ ubLoop ] ]->bActive && MercPtrs[ gubBoxerID[ ubLoop ] ]->bInSector && MercPtrs[ gubBoxerID[ ubLoop ] ]->stats.bLife >= OKLIFE )
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if( gubBoxerID[ ubLoop ]->bActive && gubBoxerID[ ubLoop ]->bInSector && gubBoxerID[ ubLoop ]->stats.bLife >= OKLIFE )
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return( TRUE );
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}
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}
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@@ -458,13 +458,13 @@ BOOLEAN BoxerAvailable( void )
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// SEQUEL FIGHT. Maybe we could check Kingpin's location instead!
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UINT8 BoxersAvailable( void )
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{
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UINT8 ubCount = 0;
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UINT8 ubCount = 0;
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for (UINT8 ubLoop = 0; ubLoop < NUM_BOXERS; ++ubLoop)
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{
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if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
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{
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if( MercPtrs[ gubBoxerID[ ubLoop ] ]->bActive && MercPtrs[ gubBoxerID[ ubLoop ] ]->bInSector && MercPtrs[ gubBoxerID[ ubLoop ] ]->stats.bLife >= OKLIFE )
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if( gubBoxerID[ ubLoop ]->bActive && gubBoxerID[ ubLoop ]->bInSector && gubBoxerID[ ubLoop ]->stats.bLife >= OKLIFE )
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++ubCount;
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}
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}
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+9
-9
@@ -19,14 +19,14 @@ enum DisqualificationReasons
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BAD_ATTACK
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} ;
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extern INT32 gsBoxerGridNo[ NUM_BOXERS ];
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extern UINT16 gubBoxerID[ NUM_BOXERS ];
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extern BOOLEAN gfBoxerFought[ NUM_BOXERS ];
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extern INT8 gbBoxingState;
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extern BOOLEAN gfLastBoxingMatchWonByPlayer;
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extern UINT8 gubBoxingMatchesWon;
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extern UINT8 gubBoxersRests;
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extern BOOLEAN gfBoxersResting;
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extern INT32 gsBoxerGridNo[ NUM_BOXERS ];
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extern SoldierID gubBoxerID[ NUM_BOXERS ];
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extern BOOLEAN gfBoxerFought[ NUM_BOXERS ];
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extern INT8 gbBoxingState;
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extern BOOLEAN gfLastBoxingMatchWonByPlayer;
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extern UINT8 gubBoxingMatchesWon;
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extern UINT8 gubBoxersRests;
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extern BOOLEAN gfBoxersResting;
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extern void BoxingPlayerDisqualified( SOLDIERTYPE * pOffender, INT8 bReason );
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extern BOOLEAN PickABoxer( void );
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@@ -43,4 +43,4 @@ extern BOOLEAN BoxerExists( void );
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extern UINT8 CountPeopleInBoxingRing( void );
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extern void ClearAllBoxerFlags( void );
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#endif
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#endif
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