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Convert to SoldierID
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@@ -2285,14 +2285,13 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
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void SOLDIERTYPE::DoNinjaAttack( void )
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{
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//UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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SOLDIERTYPE *pTSoldier;
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UINT8 ubTDirection;
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UINT8 ubTargetStance;
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//UINT32 uiMercFlags;
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SOLDIERTYPE *pTSoldier;
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UINT8 ubTDirection;
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UINT8 ubTargetStance;
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usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel );
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SoldierID usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel );
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if ( usSoldierIndex != NOBODY )
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{
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GetSoldier( &pTSoldier, usSoldierIndex );
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@@ -9449,8 +9448,8 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof(void)
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return;//hayden disable climbing roof
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}
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INT8 bNewDirection;
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UINT16 ubWhoIsThere;
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INT8 bNewDirection;
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SoldierID ubWhoIsThere;
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if (FindHeigherLevel(this, this->sGridNo, this->ubDirection, &bNewDirection) && (this->pathing.bLevel == 0))
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{
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@@ -9623,8 +9622,8 @@ void SOLDIERTYPE::BeginSoldierClimbWindow( void )
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void SOLDIERTYPE::BeginSoldierClimbWall( void )
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{
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INT8 bNewDirection;
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UINT16 ubWhoIsThere;
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INT8 bNewDirection;
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SoldierID ubWhoIsThere;
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if ( FindWallJumpDirection( this, this->sGridNo, this->ubDirection, &bNewDirection ) && (this->pathing.bLevel == 0) )
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{
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@@ -9660,8 +9659,8 @@ void SOLDIERTYPE::BeginSoldierClimbWall( void )
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void SOLDIERTYPE::BeginSoldierClimbWallUp( void )
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{
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INT8 bNewDirection;
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UINT16 ubWhoIsThere;
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INT8 bNewDirection;
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SoldierID ubWhoIsThere;
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if ( FindLowerLevelWall( this, this->sGridNo, this->ubDirection, &bNewDirection ) && (this->pathing.bLevel > 0) )
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{
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@@ -11309,8 +11308,8 @@ BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void )
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void SOLDIERTYPE::BeginSoldierClimbDownRoof(void)
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{
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INT8 bNewDirection;
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UINT16 ubWhoIsThere;
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INT8 bNewDirection;
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SoldierID ubWhoIsThere;
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if (FindLowerLevel(this, this->sGridNo, this->ubDirection, &bNewDirection) && (this->pathing.bLevel > 0))
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{
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@@ -12469,7 +12468,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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{
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SOLDIERTYPE *pTSoldier;
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//UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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UINT8 ubTDirection;
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ROTTING_CORPSE *pCorpse;
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@@ -12692,7 +12691,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
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BOOLEAN fMartialArtist = FALSE;
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SOLDIERTYPE *pTSoldier;
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//UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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UINT8 ubTDirection;
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UINT16 usItem;
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@@ -15148,7 +15147,7 @@ void SOLDIERTYPE::InventoryExplosion( void )
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}
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// Flugente: do we currently provide ammo (pAmmoSlot) for someone else's (pubId) gun (pGunSlot)?
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BOOLEAN SOLDIERTYPE::IsFeedingExternal( UINT16 * pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT16 * pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2 )
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BOOLEAN SOLDIERTYPE::IsFeedingExternal( SoldierID * pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, SoldierID * pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2 )
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{
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// make sure we have to check this...
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if ( gGameExternalOptions.ubExternalFeeding == 0 )
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