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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Use SoldierID
This commit is contained in:
@@ -192,7 +192,7 @@ UINT16 FromSmokeTypeToWorldFlags( INT8 bType )
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INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, BOOL fFromRemoteClient )
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INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, BOOL fFromRemoteClient )
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{
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SMOKEEFFECT *pSmoke;
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INT32 iSmokeIndex;
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@@ -222,7 +222,7 @@ INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner,
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}
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#ifdef JA2BETAVERSION
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CHAR tmpMPDbgString[512];
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sprintf(tmpMPDbgString,"NewSmokeEffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i )\n",sGridNo, usItem , ubOwner , bLevel , iSmokeIndex );
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sprintf(tmpMPDbgString,"NewSmokeEffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i )\n",sGridNo, usItem , ubOwner.i , bLevel , iSmokeIndex );
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MPDebugMsg(tmpMPDbgString);
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gfMPDebugOutputRandoms = true;
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#endif
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@@ -327,15 +327,15 @@ void InitTacticalPlacementGUI()
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giPlacements = 0;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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if( MercPtrs[ i ]->bActive && !MercPtrs[ i ]->flags.fBetweenSectors &&
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CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
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!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT &&
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_REBELCOMMAND &&
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!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
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MercPtrs[ i ]->bAssignment != IN_TRANSIT )
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if( pSoldier->bActive && !pSoldier->flags.fBetweenSectors &&
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CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
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!( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
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pSoldier->bAssignment != ASSIGNMENT_POW &&
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pSoldier->bAssignment != ASSIGNMENT_MINIEVENT &&
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pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND &&
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!( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
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pSoldier->bAssignment != IN_TRANSIT )
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{
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++giPlacements;
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}
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@@ -347,58 +347,59 @@ void InitTacticalPlacementGUI()
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giPlacements = 0;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors &&
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CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT &&
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MercPtrs[ i ]->bAssignment != ASSIGNMENT_REBELCOMMAND &&
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!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
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MercPtrs[ i ]->bAssignment != IN_TRANSIT &&
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!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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if( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors &&
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CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
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pSoldier->bAssignment != ASSIGNMENT_POW &&
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pSoldier->bAssignment != ASSIGNMENT_MINIEVENT &&
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pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND &&
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!( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
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pSoldier->bAssignment != IN_TRANSIT &&
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!( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles
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{
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// Flugente: if options allow it and we entered this sector - in combat - via helicopter, then allow us free selection of our entry point, and drop us from the helicopter
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if ( MercPtrs[ i ]->bTeam == gbPlayerNum && (gGameExternalOptions.ubSkyriderHotLZ == 1 || gGameExternalOptions.ubSkyriderHotLZ == 3) && MercPtrs[ i ]->usSoldierFlagMask & SOLDIER_AIRDROP )
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if ( pSoldier->bTeam == gbPlayerNum && (gGameExternalOptions.ubSkyriderHotLZ == 1 || gGameExternalOptions.ubSkyriderHotLZ == 3) && pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
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{
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AddMercToHeli( MercPtrs[ i ]->ubID );
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AddMercToHeli( pSoldier->ubID );
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DisableButton(iTPButtons[SPREAD_BUTTON]);
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gMercPlacement[ giPlacements ].ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
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MercPtrs[ i ]->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
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gfCenter = TRUE;
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}
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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{
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gMercPlacement[giPlacements].ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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MercPtrs[i]->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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gfCenter = TRUE;
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}
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// WANNE - MP: Check if the desired insertion direction is valid on the map. If not, choose another entry direction!
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if (is_networked)
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{
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MercPtrs[ i ]->ubStrategicInsertionCode = GetValidInsertionDirectionForMP(MercPtrs[ i ]->ubStrategicInsertionCode);
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pSoldier->ubStrategicInsertionCode = GetValidInsertionDirectionForMP(pSoldier->ubStrategicInsertionCode);
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}
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// ATE: If we are in a vehicle - remove ourselves from it!
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//if ( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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//if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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//{
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// RemoveSoldierFromVehicle( MercPtrs[ i ], MercPtrs[ i ]->bVehicleID );
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// RemoveSoldierFromVehicle( pSoldier, pSoldier->bVehicleID );
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//}
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if( MercPtrs[ i ]->ubStrategicInsertionCode == INSERTION_CODE_PRIMARY_EDGEINDEX ||
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MercPtrs[ i ]->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX )
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if( pSoldier->ubStrategicInsertionCode == INSERTION_CODE_PRIMARY_EDGEINDEX ||
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pSoldier->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX )
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{
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MercPtrs[ i ]->ubStrategicInsertionCode = (UINT8)MercPtrs[ i ]->usStrategicInsertionData;
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pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
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}
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gMercPlacement[ giPlacements ].pSoldier = MercPtrs[ i ];
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gMercPlacement[ giPlacements ].ubStrategicInsertionCode = MercPtrs[ i ]->ubStrategicInsertionCode;
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gMercPlacement[ giPlacements ].pSoldier = pSoldier;
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gMercPlacement[ giPlacements ].ubStrategicInsertionCode = pSoldier->ubStrategicInsertionCode;
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gMercPlacement[ giPlacements ].fPlaced = FALSE;
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// WANNE: We always want to have edgepoints
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CheckForValidMapEdge( &MercPtrs[ i ]->ubStrategicInsertionCode );
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CheckForValidMapEdge( &pSoldier->ubStrategicInsertionCode );
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// Flugente: campaign stats
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switch( MercPtrs[ i ]->ubStrategicInsertionCode )
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switch( pSoldier->ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH:
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gCurrentIncident.usIncidentFlags |= INCIDENT_ATTACKDIR_NORTH;
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@@ -415,7 +416,7 @@ void InitTacticalPlacementGUI()
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}
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// WANNE - MP: Center
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if (is_networked && MercPtrs[ i ]->ubStrategicInsertionCode == INSERTION_CODE_CENTER)
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if (is_networked && pSoldier->ubStrategicInsertionCode == INSERTION_CODE_CENTER)
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{
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gfCenter = TRUE;
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}
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+2
-2
@@ -237,9 +237,9 @@ void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 s
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}
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}
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void HandleFallIntoPitFromAnimation( UINT16 ubID )
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void HandleFallIntoPitFromAnimation( SoldierID ubID )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
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SOLDIERTYPE *pSoldier = ubID;
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EXITGRID ExitGrid;
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INT32 sPitGridNo;
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// OK, get exit grid...
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+4
-2
@@ -1,6 +1,8 @@
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#ifndef __PITS_H
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#define __PITS_H
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#include "overhead types.h"
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void Add3X3Pit( INT32 iMapIndex );
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void Add5X5Pit( INT32 iMapIndex );
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void Remove3X3Pit( INT32 iMapIndex );
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@@ -14,7 +16,7 @@ void RemoveAllPits();
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extern BOOLEAN gfShowPits;
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extern BOOLEAN gfLoadPitsWithoutArming;
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void HandleFallIntoPitFromAnimation( UINT16 ubID );
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void HandleFallIntoPitFromAnimation( SoldierID ubID );
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#endif
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#endif
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