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Remove unused function & globals
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@@ -423,9 +423,6 @@ BOOLEAN gRubberBandActive = FALSE;
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BOOLEAN gfIgnoreOnSelectedGuy = FALSE;
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BOOLEAN gfIgnoreOnSelectedGuy = FALSE;
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BOOLEAN gfViewPortAdjustedForSouth = FALSE;
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BOOLEAN gfViewPortAdjustedForSouth = FALSE;
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INT16 guiCreateGuyIndex = 0;
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// Temp values for placing bad guys
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INT16 guiCreateBadGuyIndex = 8;
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// FLAGS
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// FLAGS
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// These flags are set for a single frame execution and then are reset for the next iteration.
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// These flags are set for a single frame execution and then are reset for the next iteration.
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@@ -3304,35 +3301,6 @@ void HandleObjectHighlighting( )
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}
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}
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void AdjustSoldierCreationStartValues( )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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guiCreateGuyIndex = (INT16)cnt;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; pSoldier++, ++cnt )
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{
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if ( !pSoldier->bActive )
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{
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guiCreateGuyIndex = (INT16)cnt;
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break;
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}
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}
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID + 1;
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guiCreateBadGuyIndex = (INT16)cnt;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ LAST_TEAM ].bLastID; pSoldier++, ++cnt )
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{
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if ( !pSoldier->bActive && cnt > gTacticalStatus.Team[ gbPlayerNum ].bLastID )
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{
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guiCreateBadGuyIndex = (INT16)cnt;
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break;
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}
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}
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}
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BOOLEAN SelectedMercCanAffordAttack( )
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BOOLEAN SelectedMercCanAffordAttack( )
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{
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{
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@@ -292,9 +292,6 @@ void HandleObjectHighlighting( );
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extern BOOLEAN gfUIForceReExamineCursorData;
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extern BOOLEAN gfUIForceReExamineCursorData;
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extern INT16 guiCreateGuyIndex;
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extern INT16 guiCreateBadGuyIndex;
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// WANNE: Calculate the APs to turn around
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// WANNE: Calculate the APs to turn around
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INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT32 sAdjustedGridNo);
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INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT32 sAdjustedGridNo);
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@@ -315,7 +312,6 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent );
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void QueryRTLeftButton( UINT32 *puiNewEvent );
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void QueryRTLeftButton( UINT32 *puiNewEvent );
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void QueryRTRightButton( UINT32 *puiNewEvent );
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void QueryRTRightButton( UINT32 *puiNewEvent );
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void AdjustSoldierCreationStartValues( );
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BOOLEAN SelectedMercCanAffordAttack( );
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BOOLEAN SelectedMercCanAffordAttack( );
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BOOLEAN SelectedMercCanAffordMove( );
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BOOLEAN SelectedMercCanAffordMove( );
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@@ -3294,7 +3294,6 @@ BOOLEAN LoadWorld(const STR8 puiFilename, FLOAT* pMajorMapVersion, UINT8* pMinor
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if(gusSelectedSoldier->bActive == FALSE)
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if(gusSelectedSoldier->bActive == FALSE)
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gusSelectedSoldier = NOBODY;
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gusSelectedSoldier = NOBODY;
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}
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}
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AdjustSoldierCreationStartValues();
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RenderProgressBar(0, 60);
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RenderProgressBar(0, 60);
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InvalidateWorldRedundency();
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InvalidateWorldRedundency();
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// SAVE FILENAME
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// SAVE FILENAME
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@@ -3327,7 +3326,6 @@ BOOLEAN NewWorld( INT32 nMapRows, INT32 nMapCols )
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UINT16 NewIndex;
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UINT16 NewIndex;
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INT32 cnt;
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INT32 cnt;
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AdjustSoldierCreationStartValues( );
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TrashWorld();
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TrashWorld();
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