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https://github.com/1dot13/source.git
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Convert to SoldierID
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+50
-50
@@ -38,70 +38,70 @@
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typedef struct TAG_anitile
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{
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struct TAG_anitile *pNext;
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UINT32 uiFlags; // flags struct
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UINT32 uiTimeLastUpdate; // Stuff for animated tiles
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struct TAG_anitile *pNext;
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UINT32 uiFlags; // flags struct
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UINT32 uiTimeLastUpdate; // Stuff for animated tiles
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LEVELNODE *pLevelNode;
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UINT8 ubLevelID;
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INT16 sCurrentFrame;
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INT16 sStartFrame;
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INT16 sDelay;
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UINT16 usTileType;
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UINT16 usNumFrames;
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LEVELNODE *pLevelNode;
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UINT8 ubLevelID;
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INT16 sCurrentFrame;
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INT16 sStartFrame;
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INT16 sDelay;
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UINT16 usTileType;
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UINT16 usNumFrames;
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UINT16 usMissAnimationPlayed;
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UINT16 ubAttackerMissed;
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INT16 sRelativeX;
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INT16 sRelativeY;
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INT16 sRelativeZ;
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INT32 sGridNo;
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UINT16 usTileIndex;
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UINT16 usMissAnimationPlayed;
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SoldierID ubAttackerMissed;
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INT16 sRelativeX;
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INT16 sRelativeY;
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INT16 sRelativeZ;
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INT32 sGridNo;
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UINT16 usTileIndex;
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UINT16 usCachedTileSubIndex; // sub Index
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INT16 sCachedTileID; // Index into cached tile ID
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UINT16 usCachedTileSubIndex; // sub Index
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INT16 sCachedTileID; // Index into cached tile ID
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UINT8 ubOwner;
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UINT8 ubKeyFrame1;
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UINT32 uiKeyFrame1Code;
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UINT8 ubKeyFrame2;
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UINT32 uiKeyFrame2Code;
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UINT8 ubOwner;
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UINT8 ubKeyFrame1;
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UINT32 uiKeyFrame1Code;
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UINT8 ubKeyFrame2;
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UINT32 uiKeyFrame2Code;
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UINT32 uiUserData;
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UINT8 ubUserData2;
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UINT32 uiUserData3;
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UINT32 uiUserData;
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UINT8 ubUserData2;
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UINT32 uiUserData3;
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INT8 bFrameCountAfterStart;
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INT32 lightSprite;
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INT8 bFrameCountAfterStart;
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INT32 lightSprite;
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} ANITILE;
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typedef struct TAG_anitile_params
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{
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UINT32 uiFlags; // flags struct
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UINT8 ubLevelID; // Level ID for rendering layer
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INT16 sStartFrame; // Start frame
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INT16 sDelay; // Delay time
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UINT16 usTileType; // Tile databse type ( optional )
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UINT16 usTileIndex; // Tile database index ( optional )
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT32 sGridNo; // World GridNo
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UINT32 uiFlags; // flags struct
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UINT8 ubLevelID; // Level ID for rendering layer
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INT16 sStartFrame; // Start frame
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INT16 sDelay; // Delay time
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UINT16 usTileType; // Tile databse type ( optional )
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UINT16 usTileIndex; // Tile database index ( optional )
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT32 sGridNo; // World GridNo
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LEVELNODE *pGivenLevelNode; // Levelnode for existing tile ( optional )
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CHAR8 zCachedFile[ 100 ]; // Filename for cached tile name ( optional )
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LEVELNODE *pGivenLevelNode; // Levelnode for existing tile ( optional )
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CHAR8 zCachedFile[ 100 ]; // Filename for cached tile name ( optional )
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UINT8 ubOwner; // UBID for the owner
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UINT8 ubKeyFrame1; // Key frame 1
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UINT32 uiKeyFrame1Code; // Key frame code
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UINT8 ubKeyFrame2; // Key frame 2
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UINT32 uiKeyFrame2Code; // Key frame code
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UINT8 ubOwner; // UBID for the owner
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UINT8 ubKeyFrame1; // Key frame 1
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UINT32 uiKeyFrame1Code; // Key frame code
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UINT8 ubKeyFrame2; // Key frame 2
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UINT32 uiKeyFrame2Code; // Key frame code
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UINT32 uiUserData;
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UINT8 ubUserData2;
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UINT32 uiUserData3;
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INT32 lightSprite;
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UINT32 uiUserData;
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UINT8 ubUserData2;
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UINT32 uiUserData3;
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INT32 lightSprite;
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} ANITILE_PARAMS;
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