diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index 50cfbb234..a685dfc7e 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -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;