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Simplify function
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@@ -8602,14 +8602,15 @@ BOOLEAN KillIncompacitatedEnemyInSector( )
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{
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{
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// KIll......
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// KIll......
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// SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker
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// SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker
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SoldierID usAttacker = NOBODY;
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if ( pTeamSoldier->ubAttackerID != NOBODY )
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if ( pTeamSoldier->ubAttackerID != NOBODY )
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubAttackerID, NOWHERE, 0, TRUE );
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usAttacker = pTeamSoldier->ubAttackerID;
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else if ( pTeamSoldier->ubPreviousAttackerID != NOBODY )
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else if ( pTeamSoldier->ubPreviousAttackerID != NOBODY )
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE );
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usAttacker = pTeamSoldier->ubPreviousAttackerID;
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else if ( pTeamSoldier->ubNextToPreviousAttackerID != NOBODY )
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else if ( pTeamSoldier->ubNextToPreviousAttackerID != NOBODY )
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE );
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usAttacker = pTeamSoldier->ubNextToPreviousAttackerID;
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else
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, usAttacker, NOWHERE, 0, TRUE );
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fReturnVal = TRUE;
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fReturnVal = TRUE;
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}
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}
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