Convert to SoldierID

This commit is contained in:
Asdow
2024-11-17 16:35:26 +02:00
parent 274be524e6
commit 2e147d4bd7
3 changed files with 10 additions and 10 deletions
+7 -7
View File
@@ -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))