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Convert SOLDIERTYPE::ubTargetID to SoldierID
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+3
-3
@@ -4907,7 +4907,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
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ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) );
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if (pFirer->ubTargetID != NOBODY)
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{
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MercPtrs[ pFirer->ubTargetID ]->bNumPelletsHitBy = 0;
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pFirer->ubTargetID->bNumPelletsHitBy = 0;
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}
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}
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weapon=NULL;
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@@ -5435,7 +5435,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) );
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if (pFirer->ubTargetID != NOBODY)
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{
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MercPtrs[ pFirer->ubTargetID ]->bNumPelletsHitBy = 0;
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pFirer->ubTargetID->bNumPelletsHitBy = 0;
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}
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}
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weapon=NULL;
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@@ -6951,7 +6951,7 @@ INT8 ChanceToGetThrough(SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dE
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// sevenfm: additionally initialize usAttackingWeapon, ubTargetID, bDoBurst and bDoAutofire which are used by FireBulletGivenTarget()
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UINT16 oldAttackingWeapon = pFirer->usAttackingWeapon;
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UINT8 oldAttackingHand = pFirer->ubAttackingHand;
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UINT8 oldTargetID = pFirer->ubTargetID;
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SoldierID oldTargetID = pFirer->ubTargetID;
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INT8 oldBurst = pFirer->bDoBurst;
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INT8 oldAutofire = pFirer->bDoAutofire;
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