Update Soldier Create.cpp

This commit is contained in:
Asdow
2024-11-15 23:01:52 +02:00
parent 8346d5bfa1
commit 1a172427ef
+38 -38
View File
@@ -2085,57 +2085,57 @@ void InitSoldierStruct( SOLDIERTYPE *pSoldier )
pSoldier->initialize();
// Set default values
pSoldier->bVisible = -1;
pSoldier->iFaceIndex = -1;
pSoldier->bVisible = -1;
pSoldier->iFaceIndex = -1;
// Set morale default
//pSoldier->aiData.bMorale = DEFAULT_MORALE;
pSoldier->aiData.bMorale = gMoraleSettings.ubDefaultMorale;
//pSoldier->aiData.bMorale = DEFAULT_MORALE;
pSoldier->aiData.bMorale = gMoraleSettings.ubDefaultMorale;
pSoldier->ubAttackerID = NOBODY;
pSoldier->ubPreviousAttackerID = NOBODY;
pSoldier->ubNextToPreviousAttackerID = NOBODY;
pSoldier->ubAttackerID = NOBODY;
pSoldier->ubPreviousAttackerID = NOBODY;
pSoldier->ubNextToPreviousAttackerID = NOBODY;
//Set AI Delay!
pSoldier->uiAIDelay = 100;
pSoldier->uiAIDelay = 100;
pSoldier->iLight = -1;
pSoldier->iFaceIndex = -1;
pSoldier->iLight = -1;
pSoldier->iFaceIndex = -1;
// Set update time to new speed
pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
pSoldier->bViewRange = NORMAL_VIEW_RANGE;
pSoldier->bInSector = FALSE;
pSoldier->sGridNo = NOWHERE;
pSoldier->iMuzFlash = -1;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
pSoldier->bViewRange = NORMAL_VIEW_RANGE;
pSoldier->bInSector = FALSE;
pSoldier->sGridNo = NOWHERE;
pSoldier->iMuzFlash = -1;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
pSoldier->ubPendingStanceChange = NO_PENDING_STANCE;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
pSoldier->ubPendingStanceChange = NO_PENDING_STANCE;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
pSoldier->bLastRenderVisibleValue = -1;
pSoldier->bBreath = 99;
pSoldier->bBreathMax = 100;
pSoldier->bActive = TRUE;
pSoldier->flags.fShowLocator = FALSE;
pSoldier->sLastTarget = NOWHERE;
pSoldier->bBreath = 99;
pSoldier->bBreathMax = 100;
pSoldier->bActive = TRUE;
pSoldier->flags.fShowLocator = FALSE;
pSoldier->sLastTarget = NOWHERE;
pSoldier->sAbsoluteFinalDestination = NOWHERE;
pSoldier->sZLevelOverride = -1;
pSoldier->ubServicePartner = NOBODY;
pSoldier->ubAttackingHand = HANDPOS;
pSoldier->usAnimState = STANDING;
pSoldier->aiData.bInterruptDuelPts = NO_INTERRUPT;
pSoldier->aiData.bMoved = FALSE;
pSoldier->sZLevelOverride = -1;
pSoldier->ubServicePartner = NOBODY;
pSoldier->ubAttackingHand = HANDPOS;
pSoldier->usAnimState = STANDING;
pSoldier->aiData.bInterruptDuelPts = NO_INTERRUPT;
pSoldier->aiData.bMoved = FALSE;
pSoldier->ubRobotRemoteHolderID = NOBODY;
pSoldier->aiData.sNoiseGridno = NOWHERE;
pSoldier->ubPrevSectorID = 255;
pSoldier->aiData.bNextPatrolPnt = 1;
pSoldier->bCurrentCivQuote = -1;
pSoldier->aiData.sNoiseGridno = NOWHERE;
pSoldier->ubPrevSectorID = 255;
pSoldier->aiData.bNextPatrolPnt = 1;
pSoldier->bCurrentCivQuote = -1;
pSoldier->bCurrentCivQuoteDelta = 0;
pSoldier->uiBattleSoundID = NO_SAMPLE;
pSoldier->aiData.ubXRayedBy = NOBODY;
pSoldier->uiXRayActivatedTime = 0;
pSoldier->bBulletsLeft = 0;
pSoldier->uiBattleSoundID = NO_SAMPLE;
pSoldier->aiData.ubXRayedBy = NOBODY;
pSoldier->uiXRayActivatedTime = 0;
pSoldier->bBulletsLeft = 0;
pSoldier->bVehicleUnderRepairID = -1;
pSoldier->sFacilityTypeOperated = -1; // HEADROCK HAM 3.6: Facility Operated
pSoldier->usChatPartnerID = NOBODY;