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More conversions to SoldierID
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+13
-13
@@ -5478,23 +5478,23 @@ BOOLEAN DoSpecialEffectAmmoMiss( UINT16 ubAttackerID, UINT16 usWeaponIndex, INT3
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}
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void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, UINT16 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation )
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void WeaponHit( SoldierID usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, SoldierID ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation )
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{
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SOLDIERTYPE* pTargetSoldier = NULL;
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SOLDIERTYPE* pSoldier = NULL;
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OBJECTTYPE* pObj = NULL;
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OBJECTTYPE* pObj = NULL;
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// Get attacker
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if ( ubAttackerID != NOBODY )
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{
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pSoldier = MercPtrs[ ubAttackerID ];
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pSoldier = ubAttackerID;
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// Flugente: check for underbarrel weapons and use that object if necessary
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pObj = pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] );
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}
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// Get Target
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pTargetSoldier = MercPtrs[ usSoldierID ];
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pTargetSoldier = usSoldierID;
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MakeNoise( ubAttackerID, pTargetSoldier->sGridNo, pTargetSoldier->pathing.bLevel, gpWorldLevelData[pTargetSoldier->sGridNo].ubTerrainID, Weapon[ usWeaponIndex ].ubHitVolume, NOISE_BULLET_IMPACT );
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@@ -5589,12 +5589,12 @@ void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 s
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}
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void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT16 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
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void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, SoldierID ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
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{
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BOOLEAN fDoMissForGun = FALSE;
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ANITILE *pNode;
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INT32 sGridNo;
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INT8 bLevel;
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INT8 bLevel;
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ANITILE_PARAMS AniParams;
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UINT16 usMissTileIndex, usMissTileType;
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STRUCTURE *pStructure = NULL;
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@@ -5610,9 +5610,9 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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// Flugente: check for underbarrel weapons and use that object if necessary
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if ( ubAttackerID != NOBODY )
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{
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pObj = MercPtrs[ ubAttackerID ]->GetUsedWeapon( &MercPtrs [ ubAttackerID ]->inv[MercPtrs[ubAttackerID]->ubAttackingHand] );
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pObj = ubAttackerID->GetUsedWeapon( &ubAttackerID->inv[ubAttackerID->ubAttackingHand] );
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pAttacker = MercPtrs[ ubAttackerID ];
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pAttacker = ubAttackerID;
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}
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// HEADROCK HAM 5: Define differently for fragments
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@@ -5676,7 +5676,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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// Get attacker
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if ( ubAttackerID != NOBODY )
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pSoldier = MercPtrs[ ubAttackerID ];
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pSoldier = ubAttackerID;
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UINT8 usDirection = DIRECTION_IRRELEVANT;
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if ( pSoldier )
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@@ -5777,13 +5777,13 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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case MGCLASS:
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// Guy has missed, play random sound
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if ( ubAttackerID != NOBODY && MercPtrs[ ubAttackerID ]->bTeam == gbPlayerNum )
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if ( ubAttackerID != NOBODY && ubAttackerID->bTeam == gbPlayerNum )
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{
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if ( !MercPtrs[ ubAttackerID ]->bDoBurst )
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if ( !ubAttackerID->bDoBurst )
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{
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if ( Random( 40 ) == 0 )
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{
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MercPtrs[ ubAttackerID ]->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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ubAttackerID->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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}
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}
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}
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@@ -6046,7 +6046,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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// ATE: Show misses...( if our team )
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if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] )
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{
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if ( ubAttackerID != NOBODY && MercPtrs[ ubAttackerID ]->bTeam == gbPlayerNum )
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if ( ubAttackerID != NOBODY && ubAttackerID->bTeam == gbPlayerNum )
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{
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LocateGridNo( sGridNo );
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}
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