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SOLDIERTYPE::CreateSoldierCommon to SoldierID
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@@ -20,16 +20,16 @@ void DetermineOptimumAnimationCacheSize( )
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guiCacheSize = MIN_CACHE_SIZE;
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}
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BOOLEAN InitAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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BOOLEAN InitAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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{
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UINT32 cnt;
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// Allocate entries
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AnimDebugMsg( String( "*** Initializing anim cache surface for soldier %d", usSoldierID ) );
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AnimDebugMsg( String( "*** Initializing anim cache surface for soldier %d", usSoldierID.i ) );
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pAnimCache->usCachedSurfaces = (UINT16 *) MemAlloc( sizeof( UINT16 ) * guiCacheSize );
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CHECKF( pAnimCache->usCachedSurfaces!= NULL );
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AnimDebugMsg( String( "*** Initializing anim cache hit counter for soldier %d", usSoldierID ) );
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AnimDebugMsg( String( "*** Initializing anim cache hit counter for soldier %d", usSoldierID.i ) );
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pAnimCache->sCacheHits = (INT16 *) MemAlloc( sizeof( UINT16) * guiCacheSize );
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CHECKF( pAnimCache->sCacheHits!= NULL );
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@@ -41,7 +41,7 @@ BOOLEAN InitAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnim
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}
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pAnimCache->ubCacheSize = 0;
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// Zero surface databse history for this soldeir
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// Zero surface database history for this soldier
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ClearAnimationSurfacesUsageHistory( usSoldierID );
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return( TRUE );
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