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More conversions to SoldierID
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+11
-11
@@ -1254,7 +1254,7 @@ public:
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UINT16 *pCurrentShade;
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UINT8 ubFadeLevel;
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UINT8 ubServiceCount;
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UINT16 ubServicePartner;
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SoldierID ubServicePartner;
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THROW_PARAMS *pThrowParams;
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INT8 bReverse;
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LEVELNODE *pLevelNode;
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@@ -1427,7 +1427,7 @@ public:
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INT8 bOldBattleSnd;
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INT32 iBurstSoundID;
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INT8 bSlotItemTakenFrom;
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UINT16 ubAutoBandagingMedic;
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SoldierID ubAutoBandagingMedic;
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SoldierID ubRobotRemoteHolderID;
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UINT32 uiTimeOfLastContractUpdate;
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INT8 bTypeOfLastContract;
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@@ -1808,7 +1808,7 @@ public:
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BOOLEAN CheckSoldierHitRoof( void );
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BOOLEAN CheckForBreathCollapse( void );
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BOOLEAN PlayerSoldierStartTalking( UINT16 ubTargetID, BOOLEAN fValidate );
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BOOLEAN PlayerSoldierStartTalking( SoldierID ubTargetID, BOOLEAN fValidate );
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BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
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BOOLEAN IsValidSecondHandShot( void );
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BOOLEAN IsValidSecondHandBurst( void );
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@@ -1859,10 +1859,10 @@ public:
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BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
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// does soldier ubObserverID recognize us as his enemy?
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BOOLEAN SeemsLegit( UINT16 ubObserverID );
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BOOLEAN SeemsLegit( SoldierID ubObserverID );
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// do we recognize someone else as a combatant?
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BOOLEAN RecognizeAsCombatant(UINT16 ubTargetID);
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BOOLEAN RecognizeAsCombatant(SoldierID ubTargetID);
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// loose covert property
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void LooseDisguise( void );
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@@ -2053,12 +2053,12 @@ public:
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// Flugente: drag people
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BOOLEAN CanDragInPrinciple(BOOLEAN fCheckStance = FALSE);
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BOOLEAN CanDragPerson(UINT16 usID, BOOLEAN fCheckStance = FALSE);
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BOOLEAN CanDragPerson(SoldierID usID, BOOLEAN fCheckStance = FALSE);
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BOOLEAN CanDragCorpse(UINT16 usCorpseNum, BOOLEAN fCheckStance = FALSE);
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BOOLEAN CanDragStructure(INT32 sGridNo, BOOLEAN fCheckStance = FALSE);
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BOOLEAN IsDragging(bool aStopIfConditionNotSatisfied = true);
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void SetDragOrderPerson( UINT16 usID );
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void SetDragOrderCorpse( UINT32 usID );
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void SetDragOrderPerson( SoldierID usID );
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void SetDragOrderCorpse( UINT32 uiCorpseID );
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void SetDragOrderStructure( INT32 sGridNo );
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void CancelDrag();
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@@ -2086,10 +2086,10 @@ public:
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UINT8 GetThiefEvadeDetectionChance();
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// Flugente: turncoats
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BOOLEAN InPositionForTurncoatAttempt( UINT16 usID );
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BOOLEAN InPositionForTurncoatAttempt( SoldierID usID );
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UINT8 GetTurncoatConvinctionChance( SoldierID usID, INT16 usApproach );
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void AttemptToCreateTurncoat( UINT16 usID );
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BOOLEAN OrderTurnCoatToSwitchSides( UINT16 usID );
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void AttemptToCreateTurncoat( SoldierID usID );
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BOOLEAN OrderTurnCoatToSwitchSides( SoldierID usID );
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void OrderAllTurnCoatToSwitchSides();
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// Flugente: exploration assignment
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