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Remove unused function declaration
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@@ -1674,7 +1674,6 @@ void MERCPROFILESTRUCT::CopyOldInventoryToNew( const OLD_MERCPROFILESTRUCT_101&
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bInvNumber[SMALLPOCK8POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK8POS];
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bInvNumber[SMALLPOCK8POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK8POS];
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}
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}
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BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier );
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UINT8 *gubpNumReplacementsPerRange;
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UINT8 *gubpNumReplacementsPerRange;
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PaletteSubRangeType *gpPaletteSubRanges;
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PaletteSubRangeType *gpPaletteSubRanges;
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@@ -1739,7 +1738,6 @@ UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOL
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BOOLEAN CheckForFullStruct( INT32 sGridNo, UINT16 *pusIndex );
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BOOLEAN CheckForFullStruct( INT32 sGridNo, UINT16 *pusIndex );
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void SetSoldierLocatorOffsets( SOLDIERTYPE *pSoldier );
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void SetSoldierLocatorOffsets( SOLDIERTYPE *pSoldier );
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void CheckForFullStructures( SOLDIERTYPE *pSoldier );
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void CheckForFullStructures( SOLDIERTYPE *pSoldier );
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UINT16 GetNewSoldierStateFromNewStance( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance );
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void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier );
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void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier );
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void AdjustForFastTurnAnimation( SOLDIERTYPE *pSoldier );
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void AdjustForFastTurnAnimation( SOLDIERTYPE *pSoldier );
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UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight );
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UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight );
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