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Convert to SoldierID
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@@ -195,8 +195,8 @@ void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
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void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
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OBJECTTYPE* AddItemToPool(INT32 sGridNo, OBJECTTYPE* pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID = -1);
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OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex );
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex );
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OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex );
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex );
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INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
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