Convert SOLDIERTYPE->ubPreviousAttackerID to SoldierID

This commit is contained in:
Asdow
2024-11-15 22:54:44 +02:00
parent ee429fd1f4
commit 131172e41a
6 changed files with 21 additions and 27 deletions
+2 -2
View File
@@ -3117,8 +3117,8 @@ void HandleDialogueEnd( FACETYPE *pFace )
case QUOTE_CLOSE_CALL:
case QUOTE_UNDER_HEAVY_FIRE:
case QUOTE_TAKEN_A_BREATING:
if( pSoldier->ubPreviousAttackerID != NOBODY && !( MercPtrs[pSoldier->ubPreviousAttackerID]->bDeafenedCounter > 0 ) )
PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_RIPOSTE, gTacticalStatus.ubLastQuoteProfileNUm );
if( pSoldier->ubPreviousAttackerID != NOBODY && !( pSoldier->ubPreviousAttackerID->bDeafenedCounter > 0 ) )
PossiblyStartEnemyTaunt( pSoldier->ubPreviousAttackerID, TAUNT_RIPOSTE, gTacticalStatus.ubLastQuoteProfileNUm );
break;
default:
// select random enemy, who we see, who sees us and isn't deaf
+1 -1
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@@ -3936,7 +3936,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
}
else if(pSoldier->ubPreviousAttackerID != NOBODY)
{
pKillerSoldier = MercPtrs[pSoldier->ubPreviousAttackerID];
pKillerSoldier = pSoldier->ubPreviousAttackerID;
}
if(pKillerSoldier != NULL)
{
+1 -1
View File
@@ -1187,8 +1187,8 @@ public:
UINT32 uiAIDelay;
INT16 sReloadDelay;
UINT16 ubPreviousAttackerID;
SoldierID ubAttackerID;
SoldierID ubPreviousAttackerID;
INT32 sInsertionGridNo;
+3 -3
View File
@@ -261,13 +261,13 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
swprintf(pStrInfo, L"%s|Roaming |Range: %d\n", pStrInfo, RoamingRange(pSoldier, &usOrigin));
swprintf(pStrInfo, L"%s|Team |Aware: %d\n", pStrInfo, gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition);
swprintf(pStrInfo, L"%s|Collapsed %d |BreathCollapsed %d\n", pStrInfo, pSoldier->bCollapsed, pSoldier->bBreathCollapsed);
if (pSoldier->ubPreviousAttackerID != NOBODY && MercPtrs[pSoldier->ubPreviousAttackerID])
if (pSoldier->ubPreviousAttackerID < NOBODY)
{
swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d AttackerTarget %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID, MercPtrs[pSoldier->ubPreviousAttackerID]->sLastTarget);
swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d AttackerTarget %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID.i, pSoldier->ubPreviousAttackerID->sLastTarget);
}
else
{
swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID);
swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID.i);
}
swprintf(pStrInfo, L"%s|Visible %d |Moved %d\n", pStrInfo, pSoldier->bVisible, pSoldier->aiData.bMoved);