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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Set functions static
This commit is contained in:
+25
-25
@@ -330,7 +330,7 @@ SOLDIERCELL *gpCivs = NULL;
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SOLDIERCELL *gpEnemies = NULL;
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//Simple wrappers for autoresolve sounds that are played.
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void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
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static void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
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{
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if( gpAR->fSound )
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{
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@@ -338,7 +338,7 @@ void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32
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}
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}
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void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
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static void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
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{
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if( gpAR->fSound )
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{
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@@ -349,7 +349,7 @@ void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVol
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extern void ClearPreviousAIGroupAssignment( GROUP *pGroup );
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void EliminateAllMercs()
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static void EliminateAllMercs()
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{
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SOLDIERCELL *pAttacker = NULL;
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INT32 i, iNum = 0;
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@@ -380,7 +380,7 @@ void EliminateAllMercs()
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}
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}
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void EliminateAllFriendlies()
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static void EliminateAllFriendlies()
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{
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INT32 i;
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if( gpAR )
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@@ -496,7 +496,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
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#define ORIG_RIGHT 92
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#define ORIG_BOTTOM 84
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void DoTransitionFromPreBattleInterfaceToAutoResolve()
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static void DoTransitionFromPreBattleInterfaceToAutoResolve()
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{
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SGPRect SrcRect, DstRect;
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UINT32 uiStartTime, uiCurrTime;
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@@ -727,7 +727,7 @@ UINT32 AutoResolveScreenHandle()
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return AUTORESOLVE_SCREEN;
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}
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void RefreshMerc( SOLDIERTYPE *pSoldier )
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static void RefreshMerc( SOLDIERTYPE *pSoldier )
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{
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pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
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pSoldier->bBleeding = 0;
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@@ -743,7 +743,7 @@ void RefreshMerc( SOLDIERTYPE *pSoldier )
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//Now assign the pSoldier->ubGroupIDs for the enemies, so we know where to remove them. Start with
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//stationary groups first.
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void AssociateEnemiesWithStrategicGroups()
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static void AssociateEnemiesWithStrategicGroups()
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{
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SECTORINFO *pSector;
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GROUP *pGroup;
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@@ -1186,7 +1186,7 @@ void CalculateSoldierCells( BOOLEAN fReset )
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}
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INT32 DetermineCellID( SOLDIERCELL *pCell )
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static INT32 DetermineCellID( SOLDIERCELL *pCell )
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{
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INT32 iIndex;
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@@ -1205,7 +1205,7 @@ INT32 DetermineCellID( SOLDIERCELL *pCell )
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return 0;
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}
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BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell )
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static BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell )
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{
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INT32 iID = DetermineCellID( pCell );
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@@ -1348,7 +1348,7 @@ void RenderSoldierCellBars( SOLDIERCELL *pCell )
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ColorFillVideoSurfaceArea( FRAME_BUFFER, pCell->xp+46, iStartY, pCell->xp+47, pCell->yp+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
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}
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void BuildInterfaceBuffer()
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static void BuildInterfaceBuffer()
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{
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VSURFACE_DESC vs_desc;
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UINT16 usUselessWidth, usUselessHeight;
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@@ -1430,7 +1430,7 @@ void BuildInterfaceBuffer()
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SetClippingRect( &ClipRect );
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}
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void ExpandWindow()
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static void ExpandWindow()
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{
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SGPRect OldRect;
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UINT32 uiDestPitchBYTES;
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@@ -1525,7 +1525,7 @@ void ExpandWindow()
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}
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OBJECTTYPE* FindMedicalKit()
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static OBJECTTYPE* FindMedicalKit()
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{
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INT32 i;
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INT32 iSlot;
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@@ -1540,7 +1540,7 @@ OBJECTTYPE* FindMedicalKit()
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return NULL;
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}
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UINT32 AutoBandageMercs()
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static UINT32 AutoBandageMercs()
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{
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INT32 i, iBest;
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UINT32 uiPointsUsed, uiCurrPointsUsed, uiMaxPointsUsed, uiParallelPointsUsed;
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@@ -3723,7 +3723,7 @@ void RenderSoldierCellHealth( SOLDIERCELL *pCell )
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mprintf( xp, yp, pStr );
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}
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UINT8 GetUnusedMercProfileID()
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static UINT8 GetUnusedMercProfileID()
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{
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UINT8 ubRandom=0;
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INT32 i;
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@@ -3818,7 +3818,7 @@ void DetermineTeamLeader( BOOLEAN fFriendlyTeam )
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}
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}
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void ResetNextAttackCounter( SOLDIERCELL *pCell )
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static void ResetNextAttackCounter( SOLDIERCELL *pCell )
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{
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pCell->usNextAttack = min( 1000 - pCell->usAttack, 800 );
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pCell->usNextAttack = (UINT16)(1000 + pCell->usNextAttack * 5 + PreRandom( 2000 - pCell->usAttack ) );
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@@ -3828,7 +3828,7 @@ void ResetNextAttackCounter( SOLDIERCELL *pCell )
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}
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}
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FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
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static FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
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{
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switch( pSoldier->ubSoldierClass )
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{
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@@ -4108,7 +4108,7 @@ void DrawDebugText( SOLDIERCELL *pCell )
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}
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}
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SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
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static SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
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{
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INT32 iAvailableTargets;
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INT32 index;
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@@ -4178,7 +4178,7 @@ SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
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return NULL;
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}
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BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
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static BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
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{
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OBJECTTYPE *pItem;
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SOLDIERTYPE *pSoldier;
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@@ -4232,7 +4232,7 @@ BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
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return FALSE;
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}
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BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
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static BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
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{
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OBJECTTYPE *pItem;
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SOLDIERTYPE *pSoldier;
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@@ -4274,7 +4274,7 @@ BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
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return FALSE;
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}
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BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
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static BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
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{
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OBJECTTYPE *pItem;
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SOLDIERTYPE *pSoldier;
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@@ -4329,7 +4329,7 @@ BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
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return FALSE;
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}
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BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
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static BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
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{
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UINT8 invsize = pAttacker->pSoldier->inv.size();
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for( UINT8 i = 0; i < invsize; ++i )
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@@ -4344,7 +4344,7 @@ BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
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return FALSE;
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}
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BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
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static BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
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{
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OBJECTTYPE *pItem;
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UINT8 invsize = pSoldier->inv.size();
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@@ -4366,7 +4366,7 @@ BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
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return FALSE;
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}
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void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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static void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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{
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INT16 sAttack;
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INT16 sDefence;
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@@ -4986,7 +4986,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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}
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}
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void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
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static void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
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{
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INT32 iNewLife;
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SOLDIERCELL *pAttacker;
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@@ -5300,7 +5300,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
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pTarget->uiFlags |= CELL_HITBYATTACKER | CELL_DIRTY;
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}
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void Delay( UINT32 uiMilliseconds )
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static void Delay( UINT32 uiMilliseconds )
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{
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INT32 iTime;
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iTime = GetJA2Clock();
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