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Remove unused function parameters
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@@ -1734,7 +1734,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitVehicle( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection );
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UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss );
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UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss );
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void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
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void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
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void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC );
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void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC );
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@@ -6144,7 +6144,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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// anv: soldier got rammed by vehicle
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// anv: soldier got rammed by vehicle
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if ( ubSpecial == FIRE_WEAPON_VEHICLE_TRAUMA )
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if ( ubSpecial == FIRE_WEAPON_VEHICLE_TRAUMA )
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{
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{
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SoldierGotHitVehicle( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation );
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SoldierGotHitVehicle( this, bDirection );
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return;
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return;
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}
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}
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@@ -6895,7 +6895,7 @@ void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDam
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}
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}
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void SoldierGotHitVehicle( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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void SoldierGotHitVehicle(SOLDIERTYPE *pSoldier, UINT16 bDirection)
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{
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{
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INT32 sNewGridNo = 0;
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INT32 sNewGridNo = 0;
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// IF HERE AND GUY IS DEAD, RETURN!
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// IF HERE AND GUY IS DEAD, RETURN!
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