Remove _obj_fix_combat_cid_for_dude
The same cid-to-object conversion performed by `combatLoad`.
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0fe6d88a3a
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1c0385ad11
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@ -29,7 +29,6 @@
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namespace fallout {
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static int objectLoadAllInternal(File* stream);
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static void _obj_fix_combat_cid_for_dude();
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static void _object_fix_weapon_ammo(Object* obj);
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static int objectWrite(Object* obj, File* stream);
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static int _obj_offset_table_init();
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@ -588,29 +587,6 @@ static int objectLoadAllInternal(File* stream)
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return 0;
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}
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// 0x48909C
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static void _obj_fix_combat_cid_for_dude()
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{
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Object** critterList;
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int critterListLength = objectListCreate(-1, gElevation, OBJ_TYPE_CRITTER, &critterList);
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if (gDude->data.critter.combat.whoHitMeCid == -1) {
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gDude->data.critter.combat.whoHitMe = NULL;
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} else {
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int index = _find_cid(0, gDude->data.critter.combat.whoHitMeCid, critterList, critterListLength);
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if (index != critterListLength) {
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gDude->data.critter.combat.whoHitMe = critterList[index];
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} else {
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gDude->data.critter.combat.whoHitMe = NULL;
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}
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}
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if (critterListLength != 0) {
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// NOTE: Uninline.
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objectListFree(critterList);
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}
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}
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// Fixes ammo pid and number of charges.
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//
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// 0x48911C
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@ -3732,8 +3708,6 @@ int _obj_load_dude(File* stream)
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inventoryItem->item->owner = gDude;
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}
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_obj_fix_combat_cid_for_dude();
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// Dude has claimed ownership of items in temporary instance's inventory.
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// We don't need object's dealloc routine to remove these items from the
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// game, so simply nullify temporary inventory as if nothing was there.
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