Use SoldierID

This commit is contained in:
Asdow
2024-11-21 23:56:44 +02:00
parent 1ac5d153fb
commit 0d97e36c34
22 changed files with 218 additions and 204 deletions
+14 -17
View File
@@ -3126,15 +3126,11 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// Reload robot....
{
UINT16 ubPerson;
SOLDIERTYPE *pRobot;
SoldierID ubPerson = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel );
// Get pointer...
ubPerson = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel );
if ( ubPerson != NOBODY && MercPtrs[ ubPerson ]->flags.uiStatusFlags & SOLDIER_ROBOT )
if ( ubPerson != NOBODY && ubPerson->flags.uiStatusFlags & SOLDIER_ROBOT )
{
pRobot = MercPtrs[ ubPerson ];
SOLDIERTYPE *pRobot = ubPerson;
ReloadGun( pRobot, &(pRobot->inv[ HANDPOS ] ), pSoldier->pTempObject );
@@ -3658,50 +3654,51 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT16)Random( ubNumMercs );
SOLDIERTYPE *pChosen = MercPtrs[ubMercsInSector[ubChosenMerc]];
switch( bBuddyIndex[ ubChosenMerc ] )
{
case 0:
usQuoteNum = QUOTE_BUDDY_1_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED;
pChosen->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED;
break;
case 1:
usQuoteNum = QUOTE_BUDDY_2_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED;
pChosen->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED;
break;
case 2:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if( pChosen->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_3_GOOD;
else
usQuoteNum = QUOTE_NON_AIM_BUDDY_3_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED;
pChosen->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED;
break;
case 3:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if( pChosen->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_4_GOOD;
else
usQuoteNum = QUOTE_NON_AIM_BUDDY_4_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED;
pChosen->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED;
break;
case 4:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if( pChosen->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_5_GOOD;
else
usQuoteNum = QUOTE_NON_AIM_BUDDY_5_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_5_WITNESSED;
pChosen->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_5_WITNESSED;
break;
case 5:
usQuoteNum = QUOTE_LEARNED_TO_LIKE_WITNESSED;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_6_WITNESSED;
pChosen->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_6_WITNESSED;
break;
}
TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
TacticalCharacterDialogue( pChosen, usQuoteNum );
buddyquoteused = TRUE;
}