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Convert to SoldierID
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+3
-3
@@ -289,7 +289,7 @@ typedef struct
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BOOLEAN fBetweenSectors; // between sectors?
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INT32 sGridNo; // location in tactical
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SOLDIERTYPE *pPassengers[ MAXPASSENGERS ];
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UINT16 ubDriver;
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SoldierID ubDriver;
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INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
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INT16 sArmourType;
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INT16 sExternalArmorLocationsStatus[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
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@@ -404,7 +404,7 @@ BOOLEAN SwapVehicleSeat( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, UINT8 ubS
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void AddPassangersToTeamPanel( INT32 iId );
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void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo , UINT16 ubAttackerID );
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void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo , SoldierID ubAttackerID );
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// the soldiertype containing this tactical incarnation of this vehicle
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SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId );
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@@ -415,7 +415,7 @@ void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints );
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//INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation );
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// handle crit hit to vehicle in this location
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void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT16 ubAttackerID );
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void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, SoldierID ubAttackerID );
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// ste up armor values for this vehicle
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void SetUpArmorForVehicle( UINT8 ubID );
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