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Convert to SoldierID
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@@ -24132,8 +24132,8 @@ void SetSoldierPersonalLightLevel( SOLDIERTYPE *pSoldier )
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void BeginSoldierClimbWallUp( SOLDIERTYPE *pSoldier )
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{
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INT8 bNewDirection;
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UINT16 ubWhoIsThere;
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INT8 bNewDirection;
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SoldierID ubWhoIsThere;
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if ( FindLowerLevelWall( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection, &bNewDirection ) && (pSoldier->pathing.bLevel > 0) )
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{
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@@ -25356,10 +25356,10 @@ UINT16 GridNoSpotterCTHBonus( SOLDIERTYPE* pSniper, INT32 sGridNo, INT8 bTeam )
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{
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BOOLEAN targetseen = FALSE;
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UINT16 usID = WhoIsThere2( sGridNo, pSniper->bTargetLevel );
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SoldierID usID = WhoIsThere2( sGridNo, pSniper->bTargetLevel );
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// is someone is at the sGridNo, check wether the spotter can see any part of him check wether head can be seen)
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if ( usID != NOBODY && SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[usID], 0, NO_DISTANCE_LIMIT, AIM_SHOT_HEAD ) > 0 )
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if ( usID != NOBODY && SoldierToSoldierLineOfSightTest( pSoldier, usID, 0, NO_DISTANCE_LIMIT, AIM_SHOT_HEAD ) > 0 )
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targetseen = TRUE;
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// otherwise check wether we can see the ground floor
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else if ( SoldierToVirtualSoldierLineOfSightTest( pSoldier, sGridNo, pSniper->pathing.bLevel, ANIM_PRONE, FALSE, NO_DISTANCE_LIMIT ) > 0 )
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@@ -12144,7 +12144,7 @@ FLOAT CalcNewChanceToHitAimTraitBonus(SOLDIERTYPE *pSoldier, FLOAT fAimCap, FLOA
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extern BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo );
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// Flugente: fire item from A to B (intended for mortarshells and launchable grenades)
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BOOLEAN ArtilleryStrike( UINT16 usItem, UINT16 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
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BOOLEAN ArtilleryStrike( UINT16 usItem, SoldierID ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
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{
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FLOAT dForce, dDegrees;
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INT16 sDestX, sDestY, sSrcX, sSrcY;
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+1
-1
@@ -536,7 +536,7 @@ FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj );
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FLOAT GetOverheatDamageThresholdModifier( OBJECTTYPE *pObj );
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FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj );
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BOOLEAN ArtilleryStrike( UINT16 usItem, UINT16 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos );
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BOOLEAN ArtilleryStrike( UINT16 usItem, SoldierID ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos );
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// Flugente: functions for using several barrels at once
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UINT8 GetNextBarrelMode( UINT16 usItem, UINT8 aBarrelMode );
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@@ -537,7 +537,7 @@ void ResetLightEffects()
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}
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// Flugente: create and destroy light sources tied to a person
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void CreatePersonalLight( INT32 sGridNo, UINT16 ubID )
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void CreatePersonalLight( INT32 sGridNo, SoldierID ubID )
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{
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INT32 iLightIndex = NewLightEffectInternal( sGridNo, 0, 1 );
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@@ -548,7 +548,7 @@ void CreatePersonalLight( INT32 sGridNo, UINT16 ubID )
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}
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}
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void RemovePersonalLights( UINT16 ubID )
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void RemovePersonalLights( SoldierID ubID )
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{
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LIGHTEFFECT *pLight;
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@@ -25,7 +25,7 @@ typedef struct
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// Flugente: added variables necessary for dynamic (flash-)lighting
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INT32 flags;
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UINT16 ubOwner;
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SoldierID ubOwner;
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} LIGHTEFFECT;
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@@ -55,7 +55,7 @@ void ResetLightEffects();
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BOOLEAN IsLightEffectAtTile( INT32 sGridNo );
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// Flugente: create and destroy light sources tied to a person
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void CreatePersonalLight( INT32 sGridNo, UINT16 ubID );
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void RemovePersonalLights( UINT16 ubID );
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void CreatePersonalLight( INT32 sGridNo, SoldierID ubID );
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void RemovePersonalLights(SoldierID ubID );
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#endif
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#endif
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