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Convert to SoldierID
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+59
-59
@@ -788,65 +788,65 @@ public:
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void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
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public:
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// AI STUFF from before the changes to the memory structure
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INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
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INT8 bLastAction;
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INT8 bAction;
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INT32 usActionData;
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INT8 bNextAction;
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INT32 usNextActionData;
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INT8 bActionInProgress;
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INT8 bAlertStatus;
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INT8 bOppCnt;
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INT8 bNeutral;
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INT8 bNewSituation;
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INT8 bNextTargetLevel;
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INT8 bOrders;
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INT8 bAttitude;
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INT8 bUnderFire;
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INT8 bShock;
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INT8 bUnderEscort;
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INT8 bBypassToGreen;
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UINT8 ubLastMercToRadio;
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INT8 bDominantDir; // AI main direction to face...
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INT8 bPatrolCnt; // number of patrol gridnos
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INT8 bNextPatrolPnt; // index to next patrol gridno
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INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
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INT32 sNoiseGridno;
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UINT8 ubNoiseVolume;
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INT8 bLastAttackHit;
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UINT16 ubXRayedBy;
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FLOAT dHeightAdjustment;
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INT8 bMorale;
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INT8 bTeamMoraleMod;
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INT8 bTacticalMoraleMod;
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INT8 bStrategicMoraleMod;
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INT8 bAIMorale;
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UINT8 ubPendingAction;
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UINT8 ubPendingActionAnimCount;
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UINT32 uiPendingActionData1;
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INT32 sPendingActionData2;
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INT8 bPendingActionData3;
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INT8 ubDoorHandleCode;
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UINT32 uiPendingActionData4;
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INT8 bInterruptDuelPts;
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INT8 bPassedLastInterrupt;
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INT16 bIntStartAPs; //100AP
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INT8 bMoved;
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INT8 bHunting;
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UINT8 ubLastCall;
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UINT16 ubCaller;
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INT32 sCallerGridNo;
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UINT8 bCallPriority;
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INT8 bCallActedUpon;
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INT8 bFrenzied;
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INT8 bNormalSmell;
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INT8 bMonsterSmell;
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INT8 bMobility;
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INT8 bRTPCombat;
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INT8 fAIFlags;
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INT16 bAimTime; //100AP
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INT8 bShownAimTime;
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UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
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INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
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INT8 bLastAction;
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INT8 bAction;
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INT32 usActionData;
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INT8 bNextAction;
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INT32 usNextActionData;
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INT8 bActionInProgress;
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INT8 bAlertStatus;
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INT8 bOppCnt;
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INT8 bNeutral;
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INT8 bNewSituation;
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INT8 bNextTargetLevel;
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INT8 bOrders;
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INT8 bAttitude;
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INT8 bUnderFire;
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INT8 bShock;
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INT8 bUnderEscort;
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INT8 bBypassToGreen;
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UINT8 ubLastMercToRadio;
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INT8 bDominantDir; // AI main direction to face...
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INT8 bPatrolCnt; // number of patrol gridnos
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INT8 bNextPatrolPnt; // index to next patrol gridno
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INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
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INT32 sNoiseGridno;
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UINT8 ubNoiseVolume;
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INT8 bLastAttackHit;
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UINT16 ubXRayedBy;
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FLOAT dHeightAdjustment;
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INT8 bMorale;
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INT8 bTeamMoraleMod;
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INT8 bTacticalMoraleMod;
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INT8 bStrategicMoraleMod;
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INT8 bAIMorale;
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UINT8 ubPendingAction;
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UINT8 ubPendingActionAnimCount;
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UINT32 uiPendingActionData1;
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INT32 sPendingActionData2;
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INT8 bPendingActionData3;
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INT8 ubDoorHandleCode;
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UINT32 uiPendingActionData4;
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INT8 bInterruptDuelPts;
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INT8 bPassedLastInterrupt;
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INT16 bIntStartAPs; //100AP
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INT8 bMoved;
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INT8 bHunting;
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UINT8 ubLastCall;
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SoldierID ubCaller;
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INT32 sCallerGridNo;
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UINT8 bCallPriority;
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INT8 bCallActedUpon;
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INT8 bFrenzied;
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INT8 bNormalSmell;
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INT8 bMonsterSmell;
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INT8 bMobility;
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INT8 bRTPCombat;
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INT8 fAIFlags;
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INT16 bAimTime; //100AP
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INT8 bShownAimTime;
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UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
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};
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class STRUCT_Flags//last edited at version 102
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