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Perform explicit casts from UINT8 to UINT16 for SoldierID
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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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