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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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