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Convert to SoldierID
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+33
-33
@@ -30,49 +30,49 @@ typedef struct
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LEVELNODE* pNodes[BULLET_TRACER_MAX_LENGTH];
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//afp-end
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INT32 iBullet;
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UINT16 ubFirerID;
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UINT16 ubTargetID;
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INT8 bStartCubesAboveLevelZ;
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INT8 bEndCubesAboveLevelZ;
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INT32 sGridNo;
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SoldierID ubFirerID;
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SoldierID ubTargetID;
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INT8 bStartCubesAboveLevelZ;
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INT8 bEndCubesAboveLevelZ;
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INT32 sGridNo;
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INT16 sUnused;
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UINT16 usLastStructureHit;
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FIXEDPT qCurrX;
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FIXEDPT qCurrY;
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FIXEDPT qCurrZ;
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FIXEDPT qIncrX;
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FIXEDPT qIncrY;
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FIXEDPT qIncrZ;
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DOUBLE ddHorizAngle;
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UINT16 usLastStructureHit;
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FIXEDPT qCurrX;
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FIXEDPT qCurrY;
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FIXEDPT qCurrZ;
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FIXEDPT qIncrX;
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FIXEDPT qIncrY;
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FIXEDPT qIncrZ;
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DOUBLE ddHorizAngle;
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INT32 iCurrTileX;
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INT32 iCurrTileY;
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INT8 bLOSIndexX;
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INT8 bLOSIndexY;
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BOOLEAN fCheckForRoof;
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INT8 bLOSIndexX;
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INT8 bLOSIndexY;
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BOOLEAN fCheckForRoof;
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INT32 iCurrCubesZ;
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INT32 iLoop;
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BOOLEAN fAllocated;
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BOOLEAN fToDelete;
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BOOLEAN fLocated;
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BOOLEAN fReal;
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BOOLEAN fAimed;
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UINT32 uiLastUpdate;
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BOOLEAN fAllocated;
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BOOLEAN fToDelete;
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BOOLEAN fLocated;
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BOOLEAN fReal;
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BOOLEAN fAimed;
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UINT32 uiLastUpdate;
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UINT8 ubTilesPerUpdate;
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UINT16 usClockTicksPerUpdate;
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SOLDIERTYPE *pFirer; // Flugente: WARNING! We cannot assume this will be valid. Check wether ubFirerID is NOBODY first
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INT32 sOrigGridNo; // HEADROCK HAM 5.1: Original tile does not necessarily have to be the pFirer's tile
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INT32 sTargetGridNo;
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UINT16 usClockTicksPerUpdate;
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SOLDIERTYPE *pFirer; // Flugente: WARNING! We cannot assume this will be valid. Check wether ubFirerID is NOBODY first
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INT32 sOrigGridNo; // HEADROCK HAM 5.1: Original tile does not necessarily have to be the pFirer's tile
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INT32 sTargetGridNo;
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INT16 sHitBy;
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INT32 iImpact;
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INT32 iImpactReduction;
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INT32 iRange;
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INT32 iDistanceLimit;
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UINT16 usFlags;
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ANITILE *pAniTile;
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ANITILE *pShadowAniTile;
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UINT16 usFlags;
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ANITILE *pAniTile;
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ANITILE *pShadowAniTile;
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UINT16 ubItemStatus;
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UINT16 fromItem;
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INT32 flash;
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UINT16 fromItem;
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INT32 flash;
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// HEADROCK HAM B2.5: Experimental bullet tracer info. If the new tracer system is activated, this flag tells
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// the bullet animation functions to create a lightpath for this bullet. This means now all bullets in a tracer
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// magazine will cause a lightshow (that's the intended result).
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@@ -83,7 +83,7 @@ typedef struct
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extern UINT32 guiNumBullets;
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INT32 CreateBullet( UINT16 ubFirerID, BOOLEAN fFake, UINT16 usFlags,UINT16 fromItem );
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INT32 CreateBullet( SoldierID ubFirerID, BOOLEAN fFake, UINT16 usFlags,UINT16 fromItem );
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void RemoveBullet( INT32 iBullet );
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void StopBullet( INT32 iBullet );
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void UpdateBullets( );
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@@ -107,4 +107,4 @@ BOOLEAN SaveBulletStructureToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadBulletStructureFromSavedGameFile( HWFILE hFile );
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#endif
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#endif
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