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Set functions static
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@@ -224,7 +224,7 @@ BOOLEAN GridNoIndoors( INT32 iMapIndex )
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return FALSE;
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}
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void DOIT( )
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static void DOIT( )
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{
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// LEVELNODE * pLand;
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//LEVELNODE * pObject;
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@@ -339,7 +339,7 @@ void DeinitializeWorld()
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}
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BOOLEAN ReloadTilesetSlot( INT32 iSlot )
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static BOOLEAN ReloadTilesetSlot( INT32 iSlot )
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{
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return(TRUE);
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}
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@@ -768,7 +768,7 @@ void DestroyTileSurfaces( )
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}
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}
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void CompileWorldTerrainIDs( void )
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static void CompileWorldTerrainIDs( void )
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{
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INT32 sGridNo;
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INT32 sTempGridNo;
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@@ -823,7 +823,7 @@ void CompileWorldTerrainIDs( void )
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}
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}
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BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure)
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static BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure)
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{
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if ( (pStructure->fFlags & STRUCTURE_WALLNWINDOW) && gGameExternalOptions.fCanJumpThroughWindows
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@@ -861,7 +861,7 @@ BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure)
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return FALSE;
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}
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void CompileTileMovementCosts( INT32 usGridNo )
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static void CompileTileMovementCosts( INT32 usGridNo )
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{
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UINT8 ubTerrainID;
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TILE_ELEMENT TileElem;
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@@ -2320,7 +2320,7 @@ INT8 bDirectionsForShadowSearch[ NUM_DIR_SEARCHES ] =
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EAST
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};
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void OptimizeMapForShadows( )
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static void OptimizeMapForShadows( )
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{
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INT32 cnt, dir;
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INT32 sNewGridNo;
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@@ -2350,7 +2350,7 @@ void OptimizeMapForShadows( )
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}
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}
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void SetBlueFlagFlags( void )
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static void SetBlueFlagFlags( void )
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{
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INT32 cnt;
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LEVELNODE * pNode;
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@@ -3714,7 +3714,7 @@ void SetLoadOverrideParams( BOOLEAN fForceLoad, BOOLEAN fForceFile, CHAR8 *zLoad
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}
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void AddWireFrame( INT32 sGridNo, UINT16 usIndex, BOOLEAN fForced )
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static void AddWireFrame( INT32 sGridNo, UINT16 usIndex, BOOLEAN fForced )
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{
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LEVELNODE *pTopmost, *pTopmostTail;
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@@ -3741,7 +3741,7 @@ void AddWireFrame( INT32 sGridNo, UINT16 usIndex, BOOLEAN fForced )
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}
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UINT16 GetWireframeGraphicNumToUseForWall( INT32 sGridNo, STRUCTURE *pStructure )
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static UINT16 GetWireframeGraphicNumToUseForWall( INT32 sGridNo, STRUCTURE *pStructure )
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{
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LEVELNODE *pNode = NULL;
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UINT8 ubWallOrientation;
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