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synced 2026-07-22 13:40:22 +02:00
Perform explicit casts from UINT8 to UINT16 for SoldierID
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@@ -483,7 +483,7 @@ SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE& src)
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TranslateArrayFields(usData2, src.usData2, OLD_MAX_SCHEDULE_ACTIONS, INT16_INT32);
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TranslateArrayFields(ubAction, src.ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
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ubScheduleID = src.ubScheduleID;
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ubSoldierID = src.ubSoldierID;
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ubSoldierID = static_cast<UINT16>( src.ubSoldierID );
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usFlags = src.usFlags;
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}
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return(*this);
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@@ -159,7 +159,7 @@ public:
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this->fCursorActive = src.fCursorActive;
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this->ItemPointerInfo = src.ItemPointerInfo;
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this->ubInvSlot = src.ubInvSlot;
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this->ubSoldierID = src.ubSoldierID;
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this->ubSoldierID = static_cast<UINT16>(src.ubSoldierID);
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return *this;
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}
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//could use a little tidying up
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@@ -1566,7 +1566,7 @@ OBJECTTYPE& OBJECTTYPE::operator=(const OLD_OBJECTTYPE_101& src)
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(*this)[0]->data.misc.bDetonatorType = src.ugYucky.bDetonatorType;
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(*this)[0]->data.misc.usBombItem = src.ugYucky.usBombItem;
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(*this)[0]->data.misc.bDelay = src.ugYucky.bDelay; // includes bFrequency
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(*this)[0]->data.misc.ubBombOwner = src.ugYucky.ubBombOwner;
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(*this)[0]->data.misc.ubBombOwner = static_cast<UINT16>(src.ugYucky.ubBombOwner);
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(*this)[0]->data.misc.bActionValue = src.ugYucky.bActionValue;
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(*this)[0]->data.misc.ubTolerance = src.ugYucky.ubTolerance; // includes ubLocationID
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(*this)[0]->data.ubDirection = DIRECTION_IRRELEVANT;
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@@ -1658,7 +1658,7 @@ OBJECTTYPE& OBJECTTYPE::operator=(const OLD_OBJECTTYPE_101& src)
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(*this)[0]->data.misc.bDetonatorType = src.ugYucky.bDetonatorType;
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(*this)[0]->data.misc.usBombItem = src.ugYucky.usBombItem;
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(*this)[0]->data.misc.bDelay = src.ugYucky.bDelay; // includes bFrequency
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(*this)[0]->data.misc.ubBombOwner = src.ugYucky.ubBombOwner;
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(*this)[0]->data.misc.ubBombOwner = static_cast<UINT16>(src.ugYucky.ubBombOwner);
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(*this)[0]->data.misc.bActionValue = src.ugYucky.bActionValue;
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(*this)[0]->data.misc.ubTolerance = src.ugYucky.ubTolerance; // includes ubLocationID
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(*this)[0]->data.ubWireNetworkFlag = TRIPWIRE_NETWORK_OWNER_ENEMY; // it is always assumed that preplated traps are of hostile origin
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@@ -632,7 +632,7 @@ void STRUCT_AIData::ConvertFrom_101_To_102( const OLDSOLDIERTYPE_101& src )
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this->bMoved = src.bMoved;
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this->bHunting = src.bHunting;
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this->ubLastCall = src.ubLastCall;
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this->ubCaller = src.ubCaller;
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this->ubCaller = static_cast<UINT16>( src.ubCaller );
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this->sCallerGridNo = src.sCallerGridNo;
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this->bCallPriority = src.bCallPriority;
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this->bCallActedUpon = src.bCallActedUpon;
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@@ -694,7 +694,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->sLastTwoLocations[0] = src.sLastTwoLocations[0];
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this->sLastTwoLocations[1] = src.sLastTwoLocations[1];
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this->ubID = src.ubID;
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this->ubID = static_cast<UINT16>( src.ubID );
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//this->bReserved1 = src.bReserved1;
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this->ubBodyType = src.ubBodyType;
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@@ -717,7 +717,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->ubWaitActionToDo = src.ubWaitActionToDo;
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this->ubInsertionDirection = src.ubInsertionDirection;
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this->bGunType = src.bGunType;
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this->ubOppNum = src.ubOppNum;
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this->ubOppNum = static_cast<UINT16>( src.ubOppNum );
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this->bLastRenderVisibleValue = src.bLastRenderVisibleValue;
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this->ubAttackingHand = src.ubAttackingHand;
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this->sWeightCarriedAtTurnStart = src.sWeightCarriedAtTurnStart;
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@@ -756,8 +756,8 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->uiAIDelay = src.uiAIDelay;
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this->sReloadDelay = src.sReloadDelay;
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this->ubAttackerID = src.ubAttackerID;
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this->ubPreviousAttackerID = src.ubPreviousAttackerID;
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this->ubAttackerID = static_cast<UINT16>( src.ubAttackerID );
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this->ubPreviousAttackerID = static_cast<UINT16>( src.ubPreviousAttackerID );
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this->sInsertionGridNo = src.sInsertionGridNo;
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@@ -808,7 +808,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->pCurrentShade = src.pCurrentShade;
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this->ubFadeLevel = src.ubFadeLevel;
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this->ubServiceCount = src.ubServiceCount;
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this->ubServicePartner = src.ubServicePartner;
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this->ubServicePartner = static_cast<UINT16>( src.ubServicePartner );
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this->pThrowParams = src.pThrowParams;
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this->bReverse = src.bReverse;
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this->pLevelNode = src.pLevelNode;
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@@ -931,7 +931,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->ubSoldierClass = src.ubSoldierClass; //admin, elite, troop (creature types?)
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this->ubAPsLostToSuppression = src.ubAPsLostToSuppression;
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this->ubSuppressorID = src.ubSuppressorID;
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this->ubSuppressorID = static_cast<UINT16>( src.ubSuppressorID );
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this->ubDesiredSquadAssignment = src.ubDesiredSquadAssignment;
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this->ubNumTraversalsAllowedToMerge = src.ubNumTraversalsAllowedToMerge;
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@@ -946,7 +946,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->bBlockedByAnotherMercDirection = src.bBlockedByAnotherMercDirection;
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this->usAttackingWeapon = src.usAttackingWeapon;
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this->bWeaponMode = src.bWeaponMode;
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this->ubTargetID = src.ubTargetID;
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this->ubTargetID = static_cast<UINT16>( src.ubTargetID );
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this->bAIScheduleProgress = src.bAIScheduleProgress;
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this->sOffWorldGridNo = src.sOffWorldGridNo;
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this->pAniTile = src.pAniTile;
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@@ -966,8 +966,8 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->bOldBattleSnd = src.bOldBattleSnd;
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this->iBurstSoundID = src.iBurstSoundID;
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this->bSlotItemTakenFrom = src.bSlotItemTakenFrom;
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this->ubAutoBandagingMedic = src.ubAutoBandagingMedic;
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this->ubRobotRemoteHolderID = src.ubRobotRemoteHolderID;
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this->ubAutoBandagingMedic = static_cast<UINT16>( src.ubAutoBandagingMedic );
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this->ubRobotRemoteHolderID = static_cast<UINT16>( src.ubRobotRemoteHolderID );
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this->uiTimeOfLastContractUpdate = src.uiTimeOfLastContractUpdate;
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this->bTypeOfLastContract = src.bTypeOfLastContract;
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this->bTurnsCollapsed = src.bTurnsCollapsed;
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@@ -1003,7 +1003,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->usValueGoneUp = src.usValueGoneUp;
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this->ubNumLocateCycles = src.ubNumLocateCycles;
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this->ubDelayedMovementFlags = src.ubDelayedMovementFlags;
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this->ubCTGTTargetID = src.ubCTGTTargetID;
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this->ubCTGTTargetID = static_cast<UINT16>( src.ubCTGTTargetID );
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this->uiMercChecksum = src.uiMercChecksum;
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@@ -1027,7 +1027,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->pGroup = src.pGroup;
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this->ubLeaveHistoryCode = src.ubLeaveHistoryCode;
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this->bOverrideMoveSpeed = src.bOverrideMoveSpeed;
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this->bOverrideMoveSpeed = static_cast<UINT16>( src.bOverrideMoveSpeed );
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this->uiTimeSoldierWillArrive = src.uiTimeSoldierWillArrive;
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this->bVehicleUnderRepairID = src.bVehicleUnderRepairID;
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@@ -1040,7 +1040,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->iTuringSoundID = src.iTuringSoundID;
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this->ubLastDamageReason = src.ubLastDamageReason;
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this->uiTimeSinceLastBleedGrunt = src.uiTimeSinceLastBleedGrunt;
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this->ubNextToPreviousAttackerID = src.ubNextToPreviousAttackerID;
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this->ubNextToPreviousAttackerID = static_cast<UINT16>( src.ubNextToPreviousAttackerID );
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this->bDoAutofire = src.bDoAutofire;
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this->numFlanks = src.numFlanks;
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this->lastFlankSpot = src.lastFlankSpot;
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@@ -160,7 +160,7 @@ REAL_OBJECT& REAL_OBJECT::operator =(OLD_REAL_OBJECT_101 &src)
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this->dLifeSpan = src.dLifeSpan;
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this->fFirstTimeMoved = src.fFirstTimeMoved;
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this->sFirstGridNo = src.sFirstGridNo;
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this->ubOwner = src.ubOwner;
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this->ubOwner = static_cast<UINT16>(src.ubOwner);
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this->ubActionCode = src.ubActionCode;
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this->uiActionData = src.uiActionData;
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this->fDropItem = src.fDropItem;
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@@ -175,7 +175,7 @@ REAL_OBJECT& REAL_OBJECT::operator =(OLD_REAL_OBJECT_101 &src)
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this->fPotentialForDebug = src.fPotentialForDebug;
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this->sLevelNodeGridNo = src.sLevelNodeGridNo;
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this->iSoundID = src.iSoundID;
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this->ubLastTargetTakenDamage = src.ubLastTargetTakenDamage;
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this->ubLastTargetTakenDamage = static_cast<UINT16>(src.ubLastTargetTakenDamage);
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return *this;
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}
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@@ -1120,10 +1120,10 @@ BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID )
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{
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gTacticalStatus.ubAttackBusyCount++;
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DebugAttackBusy( String( "Incrementing attack busy because of delayed water explosion. Now %d\n", gTacticalStatus.ubAttackBusyCount ) );
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AniParams.ubKeyFrame1 = 11;
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AniParams.ubKeyFrame1 = 11;
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AniParams.uiKeyFrame1Code = ANI_KEYFRAME_CHAIN_WATER_EXPLOSION;
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AniParams.uiUserData = pObject->Obj.usItem;
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AniParams.ubUserData2 = pObject->ubOwner;
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AniParams.ubUserData2 = pObject->ubOwner;
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}
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pNode = CreateAnimationTile( &AniParams );
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