diff --git a/Strategic/LuaInitNPCs.cpp b/Strategic/LuaInitNPCs.cpp index e00657cb2..170cffe61 100644 --- a/Strategic/LuaInitNPCs.cpp +++ b/Strategic/LuaInitNPCs.cpp @@ -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); } }