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add static keyword
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@@ -575,7 +575,7 @@ void RenderHighlight( INT16 sMouseX_M, INT16 sMouseY_M, INT16 sStartPointX_M, IN
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BOOLEAN CheckRenderCenter( INT16 sNewCenterX, INT16 sNewCenterY );
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// Flugente: display a riot shield
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void ShowRiotShield( SOLDIERTYPE* pSoldier, UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue )
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static void ShowRiotShield( SOLDIERTYPE* pSoldier, UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue )
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{
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if (pSoldier)
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{
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@@ -1028,7 +1028,7 @@ void RenderSetShadows(BOOLEAN fShadows)
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}
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}
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inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIERTYPE * pPaletteTable, UINT32 uiFlags, INT16 * gsForceSoldierZLevel)
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inline static UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIERTYPE * pPaletteTable, UINT32 uiFlags, INT16 * gsForceSoldierZLevel)
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{
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UINT16 * pShadeTable;
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// Shade guy always lighter than scene default!
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@@ -3285,7 +3285,7 @@ inline static void funcSoldierZLevel(SOLDIERTYPE* pSoldier, INT16 sMapX, INT16 s
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}
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void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT32 iStartPointX_S, INT32 iStartPointY_S, INT32 iEndXS, INT32 iEndYS, UINT8 ubNumLevels, UINT32* puiLevels, UINT16* psLevelIDs)
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static void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT32 iStartPointX_S, INT32 iStartPointY_S, INT32 iEndXS, INT32 iEndYS, UINT8 ubNumLevels, UINT32* puiLevels, UINT16* psLevelIDs)
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{
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//#if 0
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