Convert TacticalRemoveSoldier to SoldierID

This commit is contained in:
Asdow
2024-11-16 00:55:51 +02:00
parent 23af6b6f3f
commit 41fc407de6
2 changed files with 7 additions and 11 deletions
+4 -8
View File
@@ -2148,12 +2148,10 @@ void InitSoldierStruct( SOLDIERTYPE *pSoldier )
}
BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle )
BOOLEAN InternalTacticalRemoveSoldier( SoldierID usSoldierIndex, BOOLEAN fRemoveVehicle )
{
SOLDIERTYPE * pSoldier;
// Check range of index given
if ( usSoldierIndex < 0 || usSoldierIndex > TOTAL_SOLDIERS-1 )
if ( usSoldierIndex >= NOBODY )
{
// Set debug message
@@ -2171,9 +2169,7 @@ BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVeh
gfUISelectiveTargetFound = FALSE;
}
pSoldier = MercPtrs[ usSoldierIndex ];
return TacticalRemoveSoldierPointer( pSoldier, fRemoveVehicle );
return TacticalRemoveSoldierPointer(usSoldierIndex, fRemoveVehicle );
}
BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle )
@@ -2244,7 +2240,7 @@ BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehi
return( TRUE );
}
BOOLEAN TacticalRemoveSoldier( UINT16 usSoldierIndex )
BOOLEAN TacticalRemoveSoldier( SoldierID usSoldierIndex )
{
return( InternalTacticalRemoveSoldier( usSoldierIndex, TRUE ) );
}
+3 -3
View File
@@ -451,7 +451,7 @@ public:
//Original functions currently used throughout the game.
BOOLEAN TacticalRemoveSoldier( UINT16 usSoldierIndex );
BOOLEAN TacticalRemoveSoldier( SoldierID usSoldierIndex );
BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle );
INT8 CalcDifficultyModifier( UINT8 ubSoldierClass );
@@ -562,7 +562,7 @@ void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass, UIN
void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle );
BOOLEAN InternalTacticalRemoveSoldier( SoldierID usSoldierIndex, BOOLEAN fRemoveVehicle );
//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
@@ -600,4 +600,4 @@ INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin );
// Flugente: set palettes for vest/shirt
void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants, INT8 aHair = -1, INT8 aSkin = -1 );
#endif
#endif