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Remove unused function parameters
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@@ -1731,7 +1731,7 @@ UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight );
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void SelectFallAnimation( SOLDIERTYPE *pSoldier );
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BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius );
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void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitBlade( SOLDIERTYPE* pSoldier, UINT8 ubHitLocation );
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void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection );
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@@ -6386,7 +6386,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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}
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if ( Item[usWeaponIndex].usItemClass & IC_BLADE )
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{
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SoldierGotHitBlade( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation );
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SoldierGotHitBlade( this, ubHitLocation );
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// anv: taunts are called from UseBlade()
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}
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// marke setting ammo explosions included here with 3rd 'or' including ubReason
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@@ -6813,11 +6813,10 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16
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SoldierCollapse( pSoldier );
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break;
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}
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}
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void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT8 ubHitLocation )
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{
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// Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore
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if ( ubHitLocation == AIM_SHOT_TORSO )
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@@ -6856,7 +6855,6 @@ void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDam
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pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_PRONE, 0, FALSE );
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break;
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}
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}
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