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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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