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Convert to SoldierID
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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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