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More conversions to SoldierID
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@@ -214,7 +214,7 @@ void RecountObjectSlots(void)
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}
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INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject )
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INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject )
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{
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INT32 iObjectIndex;
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FLOAT mass;
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@@ -258,7 +258,7 @@ INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, r
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pObject->Position.z = zPos;
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pObject->fVisible = TRUE;
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pObject->fTestObject = fTestObject;
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pObject->ubOwner = ubOwner;
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pObject->ubOwner = ubOwner;
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pObject->ubActionCode = ubActionCode;
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pObject->uiActionData = uiActionData;
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pObject->fDropItem = TRUE;
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@@ -546,7 +546,7 @@ BOOLEAN PhysicsUpdateLife( REAL_OBJECT *pObject, real DeltaTime )
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{
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SOLDIERTYPE *pSoldier;
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pSoldier = MercPtrs[ pObject->ubLastTargetTakenDamage ];
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pSoldier = pObject->ubLastTargetTakenDamage;
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bLevel = pSoldier->pathing.bLevel;
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}
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@@ -118,8 +118,8 @@ public:
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FLOAT dLifeSpan;
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BOOLEAN fFirstTimeMoved;
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INT32 sFirstGridNo;
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UINT16 ubOwner;
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UINT8 ubActionCode;
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SoldierID ubOwner;
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UINT8 ubActionCode;
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UINT32 uiActionData;
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BOOLEAN fDropItem;
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UINT32 uiNumTilesMoved;
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@@ -153,7 +153,7 @@ extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
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// OBJECT LIST STUFF
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INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
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INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
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BOOLEAN RemoveObjectSlot( INT32 iObject );
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void RemoveAllPhysicsObjects( );
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// OJW - 20091002 - mp explosives
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@@ -3750,7 +3750,7 @@ BOOLEAN IsRoofVisible2( INT32 sMapPos )
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}
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UINT16 WhoIsThere2( INT32 sGridNo, INT8 bLevel )
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SoldierID WhoIsThere2( INT32 sGridNo, INT8 bLevel )
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{
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STRUCTURE * pStructure;
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@@ -128,7 +128,7 @@ BOOLEAN RemoveShadowFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode );
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BOOLEAN AddMercToHead( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo );
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BOOLEAN RemoveMerc( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder );
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UINT16 WhoIsThere2( INT32 sGridNo, INT8 bLevel );
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SoldierID WhoIsThere2( INT32 sGridNo, INT8 bLevel );
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BOOLEAN AddMercStructureInfo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
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BOOLEAN AddMercStructureInfoFromAnimSurface( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState );
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BOOLEAN UpdateMercStructureInfo( SOLDIERTYPE *pSoldier );
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@@ -179,4 +179,4 @@ BOOLEAN IsLegionLevel( INT32 sGridNo );
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BOOLEAN FindStruct(INT32 sSpot, INT8 bLevel, UINT16 usIndex);
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BOOLEAN FindStructFlag(INT32 sSpot, INT8 bLevel, UINT32 uiFlag);
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#endif
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#endif
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