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Convert to SoldierID
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+2
-2
@@ -152,7 +152,7 @@ UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTY
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UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
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UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT16 ubTargetID );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, SoldierID ubTargetID );
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INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
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// sevenfm: AI LOS functions
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INT32 LOS_Raised(SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS);
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@@ -261,4 +261,4 @@ void DamageRiotShield( SOLDIERTYPE* pSoldier, INT32& rsDamage, INT32& rsSecondar
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extern INT8 GetStealth(SOLDIERTYPE* pSoldier);
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extern INT8 GetSightAdjustmentBasedOnLBE(SOLDIERTYPE* pSoldier);
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#endif
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#endif
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