More conversions to SoldierID

This commit is contained in:
Asdow
2025-06-27 19:58:20 +03:00
parent 36a84ffe59
commit 1a8db5d15b
12 changed files with 111 additions and 125 deletions
+8 -8
View File
@@ -248,7 +248,7 @@ INT8 gbSmellStrength[3] =
};
UINT16 gsWhoThrewRock = NOBODY;
SoldierID gsWhoThrewRock = NOBODY;
// % values of sighting distance at various light levels
//DBrot: use gGameExternalOptions.ubBrightnessVisionMod instead
@@ -1056,7 +1056,7 @@ void OurTeamRadiosRandomlyAbout(UINT16 ubAbout)
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT16 ubExcludeID, INT8 bIteration )
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, SoldierID ubExcludeID, INT8 bIteration )
{
SOLDIERTYPE *pMate;
SoldierID bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
@@ -1833,7 +1833,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
{
// check if I was the only one who was seeing this guy (exlude ourselves)
// THIS MUST HAPPEN EVEN FOR ENEMIES, TO MAKE THEIR PUBLIC opplist DECAY!
if (TeamNoLongerSeesMan(pSoldier->bTeam,pOpponent,pSoldier->ubID, 0 ))
if (TeamNoLongerSeesMan(pSoldier->bTeam, pOpponent, pSoldier->ubID, 0))
{
#ifdef TESTOPPLIST
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String( "TeamNoLongerSeesMan: ID %d(%S) to ID %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID) );
@@ -5720,7 +5720,7 @@ void ProcessNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubT
UINT8 ubLoudestEffVolume, ubEffVolume;
// UINT8 ubPlayVolume;
UINT8 ubSourceTerrType;
UINT16 ubSource;
SoldierID ubSource;
INT8 bTellPlayer = FALSE, bHeard, bSeen;
SoldierID ubHeardLoudestBy = NOBODY;
UINT8 ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
@@ -7718,9 +7718,9 @@ void SetWatchedLocAsUsed( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
{
// look to see if there is anyone near the watched loc who is not on this team
UINT16 ubID;
INT32 sTempGridNo;
INT16 sX, sY;
SoldierID ubID;
INT32 sTempGridNo;
INT16 sX, sY;
for ( sY = -WATCHED_LOC_RADIUS; sY <= WATCHED_LOC_RADIUS; sY++ )
{
@@ -7732,7 +7732,7 @@ BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
continue;
}
ubID = WhoIsThere2( sTempGridNo, bLevel );
if ( ubID != NOBODY && MercPtrs[ ubID ]->bTeam != bTeam )
if ( ubID != NOBODY && ubID->bTeam != bTeam )
{
return( FALSE );
}