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Convert to SoldierID
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@@ -2734,7 +2734,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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(*pObj)[0]->data.misc.bDelay = 1;
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// for non-player grenades, add turn so player could disarm grenade or run away
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if ( pObject->ubOwner != NOBODY && MercPtrs[pObject->ubOwner]->bTeam != gbPlayerNum )
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if ( pObject->ubOwner != NOBODY && pObject->ubOwner->bTeam != gbPlayerNum )
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{
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(*pObj)[0]->data.misc.bDelay++;
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}
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@@ -2762,7 +2762,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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if ( pObject->ubOwner != NOBODY && !fGoodStatus )
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{
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MercPtrs[ pObject->ubOwner ]->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
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pObject->ubOwner->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
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}
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}
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}
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