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Convert to SoldierID
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+4
-4
@@ -228,7 +228,7 @@ void FreeUpNPCFromLoweringGun( SOLDIERTYPE *pSoldier );
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void FreeUpNPCFromRoofClimb(SOLDIERTYPE *pSoldier );
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UINT8 GetClosestOpponent( SOLDIERTYPE *pSoldier );
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UINT16 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier );
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SoldierID GetMostThreateningOpponent( SOLDIERTYPE *pSoldier );
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void HandleSoldierAI( SOLDIERTYPE *pSoldier );
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void HandleInitialRedAlert( INT8 bTeam, UINT8 ubCommunicate);
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@@ -271,9 +271,9 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction );
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BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp );
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// HEADROCK HAM 3.6: Adding includes for A* cover calculations
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INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT16 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT16 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT16 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo );
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// Flugente: get the id of the closest soldier (coser than x tiles) of a specific team with a specific flag that we can currently see
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