diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 44ccf827..e8b93737 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -1734,7 +1734,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); -void SoldierGotHitVehicle( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); +void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection ); UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss ); void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier ); void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC ); @@ -6144,7 +6144,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1 // anv: soldier got rammed by vehicle if ( ubSpecial == FIRE_WEAPON_VEHICLE_TRAUMA ) { - SoldierGotHitVehicle( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); + SoldierGotHitVehicle( this, bDirection ); return; } @@ -6895,7 +6895,7 @@ void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDam } -void SoldierGotHitVehicle( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) +void SoldierGotHitVehicle(SOLDIERTYPE *pSoldier, UINT16 bDirection) { INT32 sNewGridNo = 0; // IF HERE AND GUY IS DEAD, RETURN!