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
+70 -66
View File
@@ -74,16 +74,16 @@ extern void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier );
// HEADROCK HAM 3.6: Moved to header
//void MakeBloodcatsHostile( void );
void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage );
void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
void OurNoise( UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage );
void TheirNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
void ProcessNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 ubTerrType1, UINT8 ubTerrType2);
void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen);
void TellPlayerAboutNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage = NULL );
void HearNoise(SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen);
void TellPlayerAboutNoise(SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage = NULL );
void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumNewEnemies );
void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel );
void SetWatchedLocAsUsed( UINT8 ubID, INT32 sGridNo, INT8 bLevel );
void IncrementWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel );
void SetWatchedLocAsUsed( UINT16 ubID, INT32 sGridNo, INT8 bLevel );
void DecayWatchedLocs( INT8 bTeam );
void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT8 * pPersOL, INT8 * pbPublOL );
@@ -91,7 +91,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
// The_Bob - real time sneaking code 01/06/09
extern void CancelItemPointer(void);
extern BOOLEAN NobodyAlerted(void);
extern void ShowRadioLocator( UINT8 ubID, UINT8 ubLocatorSpeed );
extern void ShowRadioLocator( UINT16 ubID, UINT8 ubLocatorSpeed );
//#define TESTOPPLIST
// for ManSeesMan()
@@ -120,7 +120,7 @@ BOOLEAN gfMikeShouldSayHi = FALSE;
BOOLEAN gfMorrisShouldSayHi = FALSE;
#endif
UINT8 gubBestToMakeSighting[BEST_SIGHTING_ARRAY_SIZE];
UINT16 gubBestToMakeSighting[BEST_SIGHTING_ARRAY_SIZE];
UINT8 gubBestToMakeSightingSize = 0;
//BOOLEAN gfHumanSawSomeoneInRealtime;
@@ -128,11 +128,11 @@ BOOLEAN gfDelayResolvingBestSightingDueToDoor = FALSE;
#define SHOULD_BECOME_HOSTILE_SIZE 32
UINT8 gubShouldBecomeHostileOrSayQuote[ SHOULD_BECOME_HOSTILE_SIZE ];
UINT16 gubShouldBecomeHostileOrSayQuote[ SHOULD_BECOME_HOSTILE_SIZE ];
UINT8 gubNumShouldBecomeHostileOrSayQuote;
// NB this ID is set for someone opening a door
UINT8 gubInterruptProvoker = NOBODY;
UINT16 gubInterruptProvoker = NOBODY;
INT8 gbPublicOpplist[MAXTEAMS][TOTAL_SOLDIERS];
INT8 gbSeenOpponents[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
@@ -360,7 +360,7 @@ INT16 AdjustMaxSightRangeForEnvEffects( SOLDIERTYPE *pSoldier, INT8 bLightLevel,
void SwapBestSightingPositions( INT8 bPos1, INT8 bPos2 )
{
UINT8 ubTemp;
UINT16 ubTemp;
ubTemp = gubBestToMakeSighting[ bPos1 ];
gubBestToMakeSighting[ bPos1 ] = gubBestToMakeSighting[ bPos2 ];
@@ -483,7 +483,7 @@ void HandleBestSightingPositionInRealtime( void )
// This function is called for handling interrupts when opening a door in non-combat or
// just sighting in non-combat, deciding who gets the first turn
UINT8 ubLoop;
UINT16 ubLoop;
if ( gfDelayResolvingBestSightingDueToDoor )
{
@@ -513,7 +513,7 @@ void HandleBestSightingPositionInRealtime( void )
CancelItemPointer();
// select (and center screen on) the merc who saw the enemy
// HEADROCK HAM 3.6: A much-requested toggle.
if (gusSelectedSoldier != (UINT16)MercPtrs[gubBestToMakeSighting[ 0 ]]->ubID &&
if (gusSelectedSoldier != MercPtrs[gubBestToMakeSighting[ 0 ]]->ubID &&
!gGameExternalOptions.fNoAutoFocusChangeInRealtimeSneak)
SelectSoldier (MercPtrs[gubBestToMakeSighting[ 0 ]]->ubID, false, true);
// if not quiet, emit a message warning the player
@@ -582,7 +582,7 @@ void HandleBestSightingPositionInTurnbased( void )
{
// This function is called for handling interrupts when opening a door in turnbased
UINT8 ubLoop, ubLoop2;
UINT16 ubLoop, ubLoop2;
BOOLEAN fOk = FALSE;
if ( gubBestToMakeSighting[ 0 ] != NOBODY )
@@ -676,9 +676,9 @@ void InitSightArrays( void )
}
}
void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID )
void AddToShouldBecomeHostileOrSayQuoteList( UINT16 ubID )
{
UINT8 ubLoop;
UINT16 ubLoop;
Assert( gubNumShouldBecomeHostileOrSayQuote < SHOULD_BECOME_HOSTILE_SIZE );
@@ -700,9 +700,9 @@ void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID )
gubNumShouldBecomeHostileOrSayQuote++;
}
UINT8 SelectSpeakerFromHostileOrSayQuoteList( void )
UINT16 SelectSpeakerFromHostileOrSayQuoteList( void )
{
UINT8 ubProfileList[ SHOULD_BECOME_HOSTILE_SIZE ]; // NB list of merc IDs, not profiles!
UINT16 ubProfileList[ SHOULD_BECOME_HOSTILE_SIZE ]; // NB list of merc IDs, not profiles!
UINT8 ubLoop, ubNumProfiles = 0;
SOLDIERTYPE * pSoldier;
@@ -749,7 +749,7 @@ void CheckHostileOrSayQuoteList( void )
}
else
{
UINT8 ubSpeaker, ubLoop;
UINT16 ubSpeaker, ubLoop;
SOLDIERTYPE * pSoldier;
ubSpeaker = SelectSpeakerFromHostileOrSayQuoteList();
@@ -992,11 +992,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
}
void OurTeamRadiosRandomlyAbout(UINT8 ubAbout)
void OurTeamRadiosRandomlyAbout(UINT16 ubAbout)
{
INT32 iLoop;
// WDS - make number of mercenaries, etc. be configurable
INT8 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
SOLDIERTYPE *pSoldier;
@@ -1025,7 +1025,7 @@ INT8 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
// if this merc is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
// put him on our list, and increment the counter
radioMan[radioCnt++] = (INT8)iLoop;
radioMan[radioCnt++] = (INT16)iLoop;
}
@@ -1061,7 +1061,7 @@ INT8 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT8 ubExcludeID, INT8 bIteration )
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT16 ubExcludeID, INT8 bIteration )
{
UINT16 bLoop;
SOLDIERTYPE *pMate;
@@ -1542,7 +1542,7 @@ void TurnOffEveryonesMuzzleFlashes( void )
void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam )
{
UINT8 ubLoop;
UINT16 ubLoop;
SOLDIERTYPE * pSoldier;
for (ubLoop = gTacticalStatus.Team[ ubTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ ubTeam ].bLastID; ubLoop++)
@@ -3062,16 +3062,16 @@ void RemoveManAsTarget(SOLDIERTYPE *pSoldier)
{
SOLDIERTYPE *pOpponent;
UINT8 ubTarget,ubLoop;
UINT16 ubTarget,ubLoop;
ubTarget = pSoldier->ubID;
// clean up the public opponent lists and locations
for (ubLoop = 0; ubLoop < MAXTEAMS; ubLoop++)
// never causes any additional looks
UpdatePublic(ubLoop,ubTarget,NOT_HEARD_OR_SEEN,NOWHERE,0);
{ // never causes any additional looks
UpdatePublic(ubLoop, ubTarget, NOT_HEARD_OR_SEEN, NOWHERE, 0);
}
/*
@@ -3142,7 +3142,7 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
void UpdatePublic(UINT8 ubTeam, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
{
INT32 cnt;
INT8 *pbPublOL;
@@ -3203,7 +3203,7 @@ void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT
void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
{
/*
#ifdef RECORDOPPLIST
@@ -3464,8 +3464,8 @@ void BetweenTurnsVisibilityAdjustments(void)
void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirginSector, BOOLEAN fSeenJoey )
{
SOLDIERTYPE *pTeamSoldier;
UINT8 ubNumEnemies = 0;
UINT8 ubNumAllies = 0;
UINT16 ubNumEnemies = 0;
UINT16 ubNumAllies = 0;
UINT32 cnt;
#ifdef JA2UB
//Ja25 No meanwhiles
@@ -3683,12 +3683,12 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN
}
void RadioSightings(SOLDIERTYPE *pSoldier, UINT8 ubAbout, UINT8 ubTeamToRadioTo )
void RadioSightings(SOLDIERTYPE *pSoldier, UINT16 ubAbout, UINT8 ubTeamToRadioTo )
{
SOLDIERTYPE *pOpponent;
INT32 iLoop;
UINT8 start,end,revealedEnemies = 0,unknownEnemies = 0,stillUnseen=TRUE;
UINT8 scrollToGuynum = NOBODY,sightedHatedOpponent = FALSE;
UINT16 start,end,revealedEnemies = 0,unknownEnemies = 0,stillUnseen=TRUE;
UINT16 scrollToGuynum = NOBODY,sightedHatedOpponent = FALSE;
//UINT8 oppIsCivilian;
INT8 *pPersOL,*pbPublOL; //,dayQuote;
BOOLEAN fContactSeen;
@@ -5596,7 +5596,7 @@ UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier )
return( ubDoorNoise );
}
void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
void MakeNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
{
EV_S_NOISE SNoise;
@@ -5693,7 +5693,7 @@ void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
}
void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
void OurNoise( UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
{
#ifdef BYPASSNOISE
return;
@@ -5724,7 +5724,8 @@ void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume,
void TheirNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
UINT8 ubVolume,
UINT8 ubNoiseType, STR16 zNoiseMessage )
{
// SOLDIERTYPE *pSoldier;
@@ -5784,15 +5785,18 @@ void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType
// else if noiseMaker's NOBODY, no opplist changes or interrupts are possible
}
void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
void ProcessNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
{
SOLDIERTYPE *pSoldier;
UINT8 bLoop, bTeam;
UINT16 bLoop;
UINT8 bTeam;
UINT8 ubLoudestEffVolume, ubEffVolume;
// UINT8 ubPlayVolume;
UINT8 ubSourceTerrType, ubSource;
UINT8 ubSourceTerrType;
UINT16 ubSource;
INT8 bTellPlayer = FALSE, bHeard, bSeen;
UINT8 ubHeardLoudestBy = NOBODY, ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
UINT16 ubHeardLoudestBy = NOBODY;
UINT8 ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
#ifdef RECORDOPPLIST
@@ -6425,8 +6429,8 @@ UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubN
void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume,
UINT8 ubNoiseType, UINT8 *ubSeen)
void HearNoise(SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel,
UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen)
{
INT16 sNoiseX, sNoiseY;
INT8 bHadToTurn = FALSE, bSourceSeen = FALSE;
@@ -6781,7 +6785,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
plan_lib->update_plan(pSoldier->bAIIndex, pSoldier, ai_input);
}
void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage )
void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage )
{
UINT8 ubVolumeIndex;
@@ -7509,10 +7513,10 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
{
UINT8 ubID;
SOLDIERTYPE * pSoldier;
INT8 bDir;
INT16 sDistAway, sDistVisible;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
INT8 bDir;
INT16 sDistAway, sDistVisible;
for ( ubID = gTacticalStatus.Team[ pDyingSoldier->bTeam ].bFirstID; ubID <= gTacticalStatus.Team[ pDyingSoldier->bTeam ].bLastID; ubID++ )
{
@@ -7547,8 +7551,8 @@ void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
BOOLEAN ArmyKnowsOfPlayersPresence( void )
{
UINT8 ubID;
SOLDIERTYPE * pSoldier;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
// if anyone is still left...
if (gTacticalStatus.Team[ ENEMY_TEAM ].bTeamActive && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 )
@@ -7568,7 +7572,7 @@ BOOLEAN ArmyKnowsOfPlayersPresence( void )
BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier )
{
UINT8 ubID;
UINT16 ubID;
if (pSoldier->aiData.bOppCnt > 0)
{
@@ -7584,7 +7588,7 @@ BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier )
}
INT8 FindUnusedWatchedLoc( UINT8 ubID )
INT8 FindUnusedWatchedLoc( UINT16 ubID )
{
INT8 bLoop;
@@ -7601,7 +7605,7 @@ INT8 FindUnusedWatchedLoc( UINT8 ubID )
return( -1 );
}
INT8 FindWatchedLocWithLessThanXPointsLeft( UINT8 ubID, UINT8 ubPointLimit )
INT8 FindWatchedLocWithLessThanXPointsLeft( UINT16 ubID, UINT8 ubPointLimit )
{
INT8 bLoop;
@@ -7615,7 +7619,7 @@ INT8 FindWatchedLocWithLessThanXPointsLeft( UINT8 ubID, UINT8 ubPointLimit )
return( -1 );
}
INT8 FindWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
INT8 FindWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
{
INT8 bLoop;
@@ -7632,7 +7636,7 @@ INT8 FindWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
return( -1 );
}
INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
INT8 GetWatchedLocPoints( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
{
INT8 bLoc;
@@ -7657,7 +7661,7 @@ INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
}
INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
INT8 GetHighestVisibleWatchedLoc( UINT16 ubID )
{
INT8 bLoop;
INT8 bHighestLoc = -1;
@@ -7678,7 +7682,7 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
return( bHighestLoc );
}
INT8 GetHighestWatchedLocPoints( UINT8 ubID )
INT8 GetHighestWatchedLocPoints( UINT16 ubID )
{
INT8 bLoop;
INT8 bHighestPoints = 0;
@@ -7694,10 +7698,10 @@ INT8 GetHighestWatchedLocPoints( UINT8 ubID )
}
void CommunicateWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
void CommunicateWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
{
UINT8 ubLoop;
INT8 bTeam, bLoopPoint, bPoint;
UINT16 ubLoop;
INT8 bTeam, bLoopPoint, bPoint;
bTeam = MercPtrs[ ubID ]->bTeam;
@@ -7739,7 +7743,7 @@ void CommunicateWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoin
}
void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
void IncrementWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
{
INT8 bPoint;
@@ -7778,7 +7782,7 @@ void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
}
}
void SetWatchedLocAsUsed( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
void SetWatchedLocAsUsed( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
{
INT8 bPoint;
@@ -7792,7 +7796,7 @@ void SetWatchedLocAsUsed( UINT8 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
UINT8 ubID;
UINT16 ubID;
INT32 sTempGridNo;
INT16 sX, sY;
@@ -7817,7 +7821,7 @@ BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
void DecayWatchedLocs( INT8 bTeam )
{
UINT8 cnt, cnt2;
UINT16 cnt, cnt2;
// loop through all soldiers
for ( cnt = gTacticalStatus.Team[ bTeam ].bFirstID; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++ )