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
+12 -12
View File
@@ -119,7 +119,6 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
{
UINT32 uiTraverseTimeInMinutes;
SOLDIERTYPE *pSoldier;
INT32 i;
SGPRect aRect;
UINT16 usTextBoxWidth, usTextBoxHeight;
INT32 usMapPos = 0;
@@ -189,10 +188,10 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
INT32 i, cnt = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
INT32 cnt = 0;
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
{
if( OK_INSECTOR_MERC( MercPtrs[ i ] ) )
if( OK_INSECTOR_MERC( id ) )
cnt++;
}
if( cnt != 1 )
@@ -220,13 +219,14 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
gExitDialog.ubNumPeopleOnSquad = NumberOfPlayerControllableMercsInSquad( gusSelectedSoldier->bAssignment );
//Determine
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
{
pSoldier = MercPtrs[ i ];
if( i == gusSelectedSoldier )
if( id == gusSelectedSoldier )
{
continue;
}
pSoldier = id;
if( !pSoldier->flags.fBetweenSectors &&
pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ &&
pSoldier->stats.bLife >= OKLIFE &&
@@ -262,21 +262,21 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
//Assuming that the matching squad assignment is in the same sector.
UINT16 ubNumMercs = 1; //selected soldier is a merc
UINT16 ubNumEPCs = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
{
if( i == gusSelectedSoldier )
if( id == gusSelectedSoldier )
{
continue;
}
if( MercPtrs[ i ]->bAssignment == gusSelectedSoldier->bAssignment )
if( id->bAssignment == gusSelectedSoldier->bAssignment )
{
if( AM_AN_EPC( MercPtrs[ i ] ) )
if( AM_AN_EPC( id ) )
{
ubNumEPCs++;
//record the slot of the epc. If there are more than one EPCs, then
//it doesn't matter. This is used in building the text message explaining
//why the selected merc can't leave. This is how we extract the EPC's name.
gExitDialog.bSingleMoveWillIsolateEPC = (INT16)i;
gExitDialog.bSingleMoveWillIsolateEPC = id;
}
else
{ //We have more than one merc, so we will allow the selected merc to leave alone if