From 2e147d4bd767c8a4eeddeb3b0e3f218f7d523c67 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Sun, 17 Nov 2024 16:35:26 +0200 Subject: [PATCH] Convert to SoldierID --- Tactical/Overhead.cpp | 14 +++++++------- Tactical/Soldier Control.cpp | 4 ++-- Tactical/Soldier Control.h | 2 +- 3 files changed, 10 insertions(+), 10 deletions(-) diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 6bd9f7c2..db65278d 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -8799,7 +8799,7 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier ) extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel); -void HandleSuppressionFire( UINT16 ubTargetedMerc, UINT16 ubCausedAttacker ) +void HandleSuppressionFire( SoldierID ubTargetedMerc, SoldierID ubCausedAttacker ) { /////////////////////////////////////////////////////////////////////////////// // @@ -8831,7 +8831,7 @@ void HandleSuppressionFire( UINT16 ubTargetedMerc, UINT16 ubCausedAttacker ) //////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - modify suppression effectiveness based on weapon caliber (i.e. damage) INT16 sFinalSuppressionEffectiveness = gGameExternalOptions.sSuppressionEffectiveness; - pAttacker = MercPtrs[ubCausedAttacker]; + pAttacker = ubCausedAttacker; if (pAttacker && pAttacker->inv[pAttacker->ubAttackingHand].exists() && Item[pAttacker->inv[pAttacker->ubAttackingHand].usItem].usItemClass == IC_GUN) { OBJECTTYPE *pWeapon = &pAttacker->inv[pAttacker->ubAttackingHand]; @@ -9577,11 +9577,11 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( ) // Strange as this may seem, this function returns a pointer to // the *target* in case the target has changed sides as a result // of being attacked - SOLDIERTYPE * pSoldier; - SOLDIERTYPE * pTarget; - BOOLEAN fEnterCombat = FALSE; - UINT32 cnt; - UINT16 ubID; + SOLDIERTYPE *pSoldier; + SOLDIERTYPE *pTarget; + BOOLEAN fEnterCombat = FALSE; + UINT32 cnt; + SoldierID ubID; // if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index f7b40549..44ccf827 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -21415,12 +21415,12 @@ BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID ) return FALSE; } -UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, INT16 sApproach ) +UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( SoldierID usID, INT16 sApproach ) { if ( usID >= NOBODY ) return 0; - SOLDIERTYPE* pSoldier = MercPtrs[usID]; + SOLDIERTYPE* pSoldier = usID; if ( !pSoldier || pSoldier->bTeam != ENEMY_TEAM ) diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index d4a5ccd6..3ccedd4e 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -2087,7 +2087,7 @@ public: // Flugente: turncoats BOOLEAN InPositionForTurncoatAttempt( UINT16 usID ); - UINT8 GetTurncoatConvinctionChance( UINT16 usID, INT16 usApproach ); + UINT8 GetTurncoatConvinctionChance( SoldierID usID, INT16 usApproach ); void AttemptToCreateTurncoat( UINT16 usID ); BOOLEAN OrderTurnCoatToSwitchSides( UINT16 usID ); void OrderAllTurnCoatToSwitchSides();