Remove FindSoldierByProfileID_()

All the calls where this was used are functionally identical when we just supply UID to the original FindSoldierByProfileID() call with fPlayerMercsOnly set to FALSE
This commit is contained in:
Asdow
2025-09-29 11:58:55 +03:00
parent ecea18f57c
commit 0f8c14e72e
+13 -95
View File
@@ -2877,22 +2877,6 @@ BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 u
return true;
}
SOLDIERTYPE* FindSoldierByProfileID_(UINT8 ubProfileID)
{
UINT16 ubLoop, ubLoopLimit;
SOLDIERTYPE* pSoldier;
ubLoopLimit = MAX_NUM_SOLDIERS;
for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->ubProfile == ubProfileID)
{
return(pSoldier);
}
}
return(NULL);
}
SOLDIERTYPE* FindSoldierByProfileID2(UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly)
{
@@ -5454,32 +5438,15 @@ static int l_ActionInProgress(lua_State* L)
static int l_SetSoldierNonNeutral(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
if (ID != NO_PROFILE)
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
SetSoldierNonNeutral(pSoldier);
}
SetSoldierNonNeutral(pSoldier);
}
else
{
pSoldier = FindSoldierByProfileID_(ID);
if (pSoldier->ubProfile == ID)
{
if (pSoldier)
{
SetSoldierNonNeutral(pSoldier);
}
}
}
}
return 0;
@@ -7198,26 +7165,10 @@ static int l_SetSoldierSide(lua_State* L)
UINT8 UID = lua_tointeger(L, 1);
INT8 bNewSide = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = NULL;
if (UID != NO_PROFILE)
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier->bSide = bNewSide;
}
}
else
{
pSoldier = FindSoldierByProfileID_(UID);
if (pSoldier->ubProfile == UID)
{
if (pSoldier)
{
pSoldier->bSide = bNewSide;
}
}
pSoldier->bSide = bNewSide;
}
}
@@ -7230,28 +7181,12 @@ static int l_CheckSoldierSide(lua_State* L)
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT8 bNewSide = -1;
SOLDIERTYPE* pSoldier = NULL;
if (UID != NO_PROFILE)
if (pSoldier)
{
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
bNewSide = pSoldier->bSide;
}
}
else
{
pSoldier = FindSoldierByProfileID_(UID);
if (pSoldier->ubProfile == UID)
{
if (pSoldier)
{
bNewSide = pSoldier->bSide;
}
}
bNewSide = pSoldier->bSide;
}
if (bNewSide > -1)
@@ -7265,30 +7200,13 @@ static int l_CheckSoldierNeutral(lua_State* L)
{
if (lua_gettop(L))
{
SOLDIERTYPE* pSoldier = NULL;
UINT8 UID = lua_tointeger(L, 1);
BOOLEAN Bool = FALSE;
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (UID != NO_PROFILE)
if (pSoldier)
{
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
Bool = (pSoldier->aiData.bNeutral);
lua_pushboolean(L, Bool);
}
}
else
{
pSoldier = FindSoldierByProfileID_(UID);
if (pSoldier->ubProfile == UID)
{
if (pSoldier)
{
Bool = (pSoldier->aiData.bNeutral);
lua_pushboolean(L, Bool);
}
}
BOOLEAN Bool = (pSoldier->aiData.bNeutral);
lua_pushboolean(L, Bool);
}
}