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Convert to SoldierID
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@@ -2717,7 +2717,7 @@ void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, B
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void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
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INT8 bSectorZ,
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INT32 sGridNo, UINT8 bLevel, UINT16 ubId,
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INT32 sGridNo, UINT8 bLevel, SoldierID ubId,
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UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill )
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{
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const char* filename = "scripts\\Overhead.lua";
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@@ -2731,7 +2731,7 @@ void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
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SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
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LuaFunction( _LS.L, "HandleInteractiveActionResult" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( sGridNo ).Param<int>( bLevel ).Param<int>( ubId ).Param<int>( usActionType ).Param<int>( sLuaactionid ).Param<int>( difficulty ).Param<int>( skill ).Call( 10 );
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LuaFunction( _LS.L, "HandleInteractiveActionResult" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( sGridNo ).Param<int>( bLevel ).Param<int>( ubId.i ).Param<int>( usActionType ).Param<int>( sLuaactionid ).Param<int>( difficulty ).Param<int>( skill ).Call( 10 );
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}
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void LuaRecruitRPCAdditionalHandling( UINT8 usProfile )
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@@ -62,7 +62,7 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
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void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
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void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
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INT8 bSectorZ,
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INT32 sGridNo, UINT8 bLevel, UINT16 ubId,
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INT32 sGridNo, UINT8 bLevel, SoldierID ubId,
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UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
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void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
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void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
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