diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index dde70588e..84addbd33 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -1731,7 +1731,7 @@ UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight ); void SelectFallAnimation( SOLDIERTYPE *pSoldier ); BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius ); void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); -void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); +void SoldierGotHitBlade( SOLDIERTYPE* pSoldier, UINT8 ubHitLocation ); void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection ); @@ -6386,7 +6386,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1 } if ( Item[usWeaponIndex].usItemClass & IC_BLADE ) { - SoldierGotHitBlade( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); + SoldierGotHitBlade( this, ubHitLocation ); // anv: taunts are called from UseBlade() } // marke setting ammo explosions included here with 3rd 'or' including ubReason @@ -6813,11 +6813,10 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 SoldierCollapse( pSoldier ); break; } - } -void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) +void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT8 ubHitLocation ) { // Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore if ( ubHitLocation == AIM_SHOT_TORSO ) @@ -6856,7 +6855,6 @@ void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDam pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_PRONE, 0, FALSE ); break; } - }