Import changes from the local SVN working copy

This commit is contained in:
Asdow
2022-10-10 10:08:44 +03:00
parent 9cc567644f
commit 1f0a8f46e8
170 changed files with 1798 additions and 1764 deletions
+9 -10
View File
@@ -1225,7 +1225,7 @@ BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier )
}
// now the other merc's stuff
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
@@ -1289,7 +1289,6 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
{
INT8 bPocket;
UINT8 ubItemsInPocket, ubObjectInPocketCounter;
INT8 bLoop;
OBJECTTYPE * pObj;
UINT8 ubPassType;
@@ -1340,7 +1339,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
if ( bHighestPass != - 1 )
{
// now look for items to repair on other mercs
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
for( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
@@ -2052,7 +2051,7 @@ INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier, UINT8 ubMilit
AssertNotNIL(pSoldier);
for ( UINT8 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
for ( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
if ( pSoldier != pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->stats.bLife >= OKLIFE && pOtherSoldier->sSectorX == pSoldier->sSectorX && pOtherSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
@@ -5477,7 +5476,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
// first our own stuff
CollectCleanableItems(pSoldier, pSoldier, itemsToClean);
// then other mercs' stuff
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
@@ -5522,7 +5521,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
@@ -9501,7 +9500,7 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
if ( gGameOptions.fNewTraitSystem )
{
SOLDIERTYPE * pMedic = NULL;
UINT8 cnt;
UINT16 cnt;
UINT16 bRegenerationBonus = 0;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
@@ -13814,7 +13813,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
SOLDIERTYPE * pMedic = NULL;
SOLDIERTYPE * pBestMedic = NULL;
UINT8 cnt;
UINT16 cnt;
INT8 bSlot;
// Find the best doctor
@@ -14096,7 +14095,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
SOLDIERTYPE * pMedic = NULL;
SOLDIERTYPE * pBestMedic = NULL;
UINT8 cnt;
UINT16 cnt;
INT8 bSlot;
// Find the best doctor
@@ -19505,7 +19504,7 @@ void ResumeOldAssignment( SOLDIERTYPE *pSoldier )
void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
{
UINT8 ubPassType;
INT8 bLoop;
UINT16 bLoop;
SOLDIERTYPE * pOtherSoldier;
SOLDIERTYPE * pBestOtherSoldier;
INT8 bPriority, bBestPriority = -1;