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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
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:
+13
-95
@@ -2877,22 +2877,6 @@ BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 u
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return true;
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}
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SOLDIERTYPE* FindSoldierByProfileID_(UINT8 ubProfileID)
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{
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UINT16 ubLoop, ubLoopLimit;
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SOLDIERTYPE* pSoldier;
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ubLoopLimit = MAX_NUM_SOLDIERS;
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for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
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{
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if (pSoldier->bActive && pSoldier->ubProfile == ubProfileID)
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{
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return(pSoldier);
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}
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}
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return(NULL);
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}
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SOLDIERTYPE* FindSoldierByProfileID2(UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly)
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{
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@@ -5454,32 +5438,15 @@ static int l_ActionInProgress(lua_State* L)
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static int l_SetSoldierNonNeutral(lua_State* L)
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{
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SOLDIERTYPE* pSoldier;
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if (lua_gettop(L))
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{
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UINT8 ID = lua_tointeger(L, 1);
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if (ID != NO_PROFILE)
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SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ID, FALSE);
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if (pSoldier)
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{
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pSoldier = FindSoldierByProfileID(ID, FALSE);
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if (pSoldier)
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{
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SetSoldierNonNeutral(pSoldier);
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}
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SetSoldierNonNeutral(pSoldier);
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}
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else
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{
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pSoldier = FindSoldierByProfileID_(ID);
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if (pSoldier->ubProfile == ID)
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{
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if (pSoldier)
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{
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SetSoldierNonNeutral(pSoldier);
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}
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}
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}
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}
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return 0;
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@@ -7198,26 +7165,10 @@ static int l_SetSoldierSide(lua_State* L)
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UINT8 UID = lua_tointeger(L, 1);
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INT8 bNewSide = lua_tointeger(L, 2);
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SOLDIERTYPE* pSoldier = NULL;
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if (UID != NO_PROFILE)
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SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
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if (pSoldier)
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{
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pSoldier = FindSoldierByProfileID(UID, FALSE);
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if (pSoldier)
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{
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pSoldier->bSide = bNewSide;
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}
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}
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else
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{
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pSoldier = FindSoldierByProfileID_(UID);
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if (pSoldier->ubProfile == UID)
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{
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if (pSoldier)
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{
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pSoldier->bSide = bNewSide;
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}
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}
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pSoldier->bSide = bNewSide;
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}
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}
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@@ -7230,28 +7181,12 @@ static int l_CheckSoldierSide(lua_State* L)
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if (lua_gettop(L))
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{
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UINT8 UID = lua_tointeger(L, 1);
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SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
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INT8 bNewSide = -1;
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SOLDIERTYPE* pSoldier = NULL;
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if (UID != NO_PROFILE)
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if (pSoldier)
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{
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pSoldier = FindSoldierByProfileID(UID, FALSE);
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if (pSoldier)
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{
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bNewSide = pSoldier->bSide;
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}
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}
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else
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{
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pSoldier = FindSoldierByProfileID_(UID);
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if (pSoldier->ubProfile == UID)
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{
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if (pSoldier)
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{
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bNewSide = pSoldier->bSide;
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}
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}
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bNewSide = pSoldier->bSide;
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}
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if (bNewSide > -1)
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@@ -7265,30 +7200,13 @@ static int l_CheckSoldierNeutral(lua_State* L)
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{
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if (lua_gettop(L))
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{
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SOLDIERTYPE* pSoldier = NULL;
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UINT8 UID = lua_tointeger(L, 1);
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BOOLEAN Bool = FALSE;
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SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
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if (UID != NO_PROFILE)
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if (pSoldier)
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{
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pSoldier = FindSoldierByProfileID(UID, FALSE);
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if (pSoldier)
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{
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Bool = (pSoldier->aiData.bNeutral);
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lua_pushboolean(L, Bool);
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}
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}
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else
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{
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pSoldier = FindSoldierByProfileID_(UID);
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if (pSoldier->ubProfile == UID)
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{
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if (pSoldier)
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{
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Bool = (pSoldier->aiData.bNeutral);
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lua_pushboolean(L, Bool);
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}
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}
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BOOLEAN Bool = (pSoldier->aiData.bNeutral);
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lua_pushboolean(L, Bool);
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}
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}
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