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Convert to SoldierID
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@@ -96,7 +96,7 @@ void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
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void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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void send_hit( EV_S_WEAPONHIT *SWeaponHit );
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void send_bullet( BULLET * pBullet, UINT16 usHandItem);
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void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
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void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
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void send_dismiss( UINT16 ubCurrentSoldierID);
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void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
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@@ -113,7 +113,7 @@ void send_interrupt(SOLDIERTYPE *pSoldier);
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// OJW - 20091002 - explosives
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void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
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void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud);
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void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
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void send_plant_explosive ( SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
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void send_detonate_explosive (UINT32 uiWorldIndex, SoldierID ubID);
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void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
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void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, INT32 iSmokeEffectID);
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@@ -220,7 +220,7 @@ inline SoldierID MPEncodeSoldierID( SoldierID ubID )
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}
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// this one can be called anywhere, even if the ID was not "encoded"
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inline UINT16 MPDecodeSoldierID( UINT16 ubID )
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inline SoldierID MPDecodeSoldierID( SoldierID ubID )
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{
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if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
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return ubID - ubID_prefix; // soldier is ours
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