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Convert to SoldierID
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@@ -132,16 +132,16 @@ void RemoveActiveExplosionMarkers();
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#define GASMASK_MIN_STATUS 70
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// OJW - 20091028 - Explosion damage sync
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BOOLEAN DamageSoldierFromBlast( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent, BOOL fFromRemoteClient = FALSE );
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BOOLEAN DamageSoldierFromBlast( SoldierID ubPerson, SoldierID ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent, BOOL fFromRemoteClient = FALSE );
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BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, SoldierID ubOwner, BOOL fFromRemoteClient = FALSE );
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void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum, BOOL fFromRemoteClient = FALSE, BOOL fNewSmokeEffect = FALSE );
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void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum, BOOL fFromRemoteClient = FALSE, BOOL fNewSmokeEffect = FALSE );
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void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient = FALSE );
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// Flugente: activate everything connected to a tripwire in the surrounding if sGridNo on level bLevel with regard to the tripwire netwrok and hierarchy determined by ubFlag
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BOOLEAN ActivateSurroundingTripwire( SoldierID ubID, INT32 sGridNo, INT8 bLevel, UINT32 ubFlag );
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// Flugente: A special function for tripwire gun traps. Search if pObj has a gun attached. If so, fire a shot from that gun in a specific direction. Afterwards place the gun on the ground
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void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, UINT16 ubId, UINT8 ubDirection );
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void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, SoldierID ubId, UINT8 ubDirection );
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extern void ToggleActionItemsByFrequency( INT8 bFrequency );
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extern void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj );
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@@ -166,15 +166,15 @@ extern void HandleSeeingFortifiedDoor( UINT32 sGridNo );//Ja25 UB
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void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist,
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BOOLEAN *pfRecompileMovementCosts,
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BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT16 ubOwner,
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BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, SoldierID ubOwner,
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INT8 bLevel,
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UINT8 ubReason );
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// Flugente: handle secondary explosive effects
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void HandleBuddyExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection );
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void HandleBuddyExplosions( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection );
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// sevenfm: handle explosive items from attachments
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BOOLEAN HandleAttachedExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj );
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BOOLEAN HandleAttachedExplosions( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj );
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void CheckForBuriedBombsAndRemoveFlags( INT32 sGridNo, INT8 bLevel );
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UINT16 CalcTotalVolatility(OBJECTTYPE * pObj);
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BOOLEAN FindBinderAttachment (OBJECTTYPE * pObj);
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