diff --git a/Tactical/DynamicDialogue.cpp b/Tactical/DynamicDialogue.cpp index 2767bed8..9df30c38 100644 --- a/Tactical/DynamicDialogue.cpp +++ b/Tactical/DynamicDialogue.cpp @@ -2001,14 +2001,14 @@ UINT8 GetFittingInterjectorProfile( UINT8 usEvent, UINT8 usProfileVictim, UINT8 if ( usEvent >= OPINIONEVENT_MAX ) return NO_PROFILE; - INT16 idVictim = GetSoldierIDFromMercID( usProfileVictim ); - INT16 idCause = GetSoldierIDFromMercID( usProfileCause ); + SoldierID idVictim = GetSoldierIDFromMercID( usProfileVictim ); + SoldierID idCause = GetSoldierIDFromMercID( usProfileCause ); - if ( idVictim < 0 || idCause < 0 ) + if ( idVictim == NOBODY || idCause == NOBODY ) return NO_PROFILE; - SOLDIERTYPE* pSoldierVictim = MercPtrs[idVictim]; - SOLDIERTYPE* pSoldierCause = MercPtrs[idCause]; + SOLDIERTYPE* pSoldierVictim = idVictim; + SOLDIERTYPE* pSoldierCause = idCause; if ( !pSoldierVictim || !pSoldierCause ) return NO_PROFILE; diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 136973d9..bffbc8eb 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -24251,7 +24251,7 @@ BOOLEAN SOLDIERTYPE::CanStartDrag(void) for (UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt) { if (cnt != this->ubID && - MercPtrs[cnt] && + cnt != NOBODY && MercPtrs[cnt]->sGridNo == sNewGridNo && this->CanDragPerson(cnt)) { @@ -24494,31 +24494,32 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe // loop through all soldiers around for ( cnt = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; cnt <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; cnt++ ) { + SOLDIERTYPE *pSquadLeader = MercPtrs[cnt]; // Get active conscious soldier - if ( MercPtrs[cnt] != pSoldier && MercPtrs[cnt]->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 && - MercPtrs[cnt]->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( MercPtrs[cnt], SQUADLEADER_NT ) ) + if ( pSquadLeader != pSoldier && pSquadLeader->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 && + pSquadLeader->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( pSquadLeader, SQUADLEADER_NT ) ) { // check if within distance // if both have extended ear, the distance is bigger and they don't need to sea each other // note that enemy always get the bonus if within distance, regardless of extended ears // Flugente: moved around arguments for speed reason if ( fDontCheckDistance || - (PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) || + (PythSpacesAway( pSoldier->sGridNo, pSquadLeader->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) || //((SoldierToVirtualSoldierLineOfSightTest( MercPtrs[ cnt ], pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) || //SoldierToVirtualSoldierLineOfSightTest( pSoldier, MercPtrs[ cnt ]->sGridNo, MercPtrs[ cnt ]->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ) && - ((pSoldier->bTeam == ENEMY_TEAM || (HasExtendedEarOn( pSoldier ) && HasExtendedEarOn( MercPtrs[cnt] ))) && PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) + ((pSoldier->bTeam == ENEMY_TEAM || (HasExtendedEarOn( pSoldier ) && HasExtendedEarOn( pSquadLeader ))) && PythSpacesAway( pSoldier->sGridNo, pSquadLeader->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) ) { // If checking for higher level SL // also count in already aquired level increses from other SLs if ( fWithHigherLevel ) { - if ( MercPtrs[cnt]->stats.bExpLevel > (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius)) ) - ubNumberSL += min( (max( 0, (MercPtrs[cnt]->stats.bExpLevel - (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius))) )), (NUM_SKILL_TRAITS( MercPtrs[cnt], SQUADLEADER_NT )) ); + if ( pSquadLeader->stats.bExpLevel > (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius)) ) + ubNumberSL += min( (max( 0, (pSquadLeader->stats.bExpLevel - (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius))) )), (NUM_SKILL_TRAITS( pSquadLeader, SQUADLEADER_NT )) ); } else { - ubNumberSL += NUM_SKILL_TRAITS( MercPtrs[cnt], SQUADLEADER_NT ); + ubNumberSL += NUM_SKILL_TRAITS( pSquadLeader, SQUADLEADER_NT ); } if ( ubNumberSL >= gSkillTraitValues.ubSLMaxBonuses ) @@ -24532,29 +24533,30 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe { for ( cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt ) { + SOLDIERTYPE *pSquadLeader = MercPtrs[cnt]; // Get active conscious soldier - if ( MercPtrs[cnt] != pSoldier && MercPtrs[cnt]->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 && - MercPtrs[cnt]->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( MercPtrs[cnt], SQUADLEADER_NT ) ) + if ( pSquadLeader != pSoldier && pSquadLeader->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 && + pSquadLeader->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( pSquadLeader, SQUADLEADER_NT ) ) { // check if within distance // Flugente: moved around arguments for speed reason if ( fDontCheckDistance || - (PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) || + (PythSpacesAway( pSoldier->sGridNo, pSquadLeader->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) || //((SoldierToVirtualSoldierLineOfSightTest( MercPtrs[ cnt ], pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) || //SoldierToVirtualSoldierLineOfSightTest( pSoldier, MercPtrs[ cnt ]->sGridNo, MercPtrs[ cnt ]->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ) && - ((HasExtendedEarOn( MercPtrs[cnt] ) && PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar)) + ((HasExtendedEarOn( pSquadLeader ) && PythSpacesAway( pSoldier->sGridNo, pSquadLeader->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar)) ) { // If checking for higher level SL // also count in already aquired level increses from other SLs if ( fWithHigherLevel ) { - if ( MercPtrs[cnt]->stats.bExpLevel > (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius)) ) - ubNumberSL += min( (max( 0, (MercPtrs[cnt]->stats.bExpLevel - (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius))) )), (NUM_SKILL_TRAITS( MercPtrs[cnt], SQUADLEADER_NT )) ); + if ( pSquadLeader->stats.bExpLevel > (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius)) ) + ubNumberSL += min( (max( 0, (pSquadLeader->stats.bExpLevel - (pSoldier->stats.bExpLevel + (ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius))) )), (NUM_SKILL_TRAITS( pSquadLeader, SQUADLEADER_NT )) ); } else { - ubNumberSL += NUM_SKILL_TRAITS( MercPtrs[cnt], SQUADLEADER_NT ); + ubNumberSL += NUM_SKILL_TRAITS( pSquadLeader, SQUADLEADER_NT ); } if ( ubNumberSL >= gSkillTraitValues.ubSLMaxBonuses ) diff --git a/TacticalAI/Movement.cpp b/TacticalAI/Movement.cpp index ec5daaaf..08a974a8 100644 --- a/TacticalAI/Movement.cpp +++ b/TacticalAI/Movement.cpp @@ -881,12 +881,14 @@ void HaltMoveForSoldierOutOfPoints(SOLDIERTYPE *pSoldier) } } -void SetCivilianDestination(UINT8 ubWho, INT32 sGridNo) +void SetCivilianDestination(SoldierID ubWho, INT32 sGridNo) { - SOLDIERTYPE *pSoldier; + if ( ubWho == NOBODY ) + { + return; + } - - pSoldier = MercPtrs[ubWho]; + SOLDIERTYPE *pSoldier = ubWho; /* // if we control the civilian @@ -896,12 +898,12 @@ void SetCivilianDestination(UINT8 ubWho, INT32 sGridNo) // if the destination is different from what he has now if (pSoldier->aiData.usActionData != sGridNo) { - // store his new destination - pSoldier->aiData.usActionData = sGridNo; + // store his new destination + pSoldier->aiData.usActionData = sGridNo; - // and cancel any movement in progress that he was still engaged in - pSoldier->aiData.bAction = AI_ACTION_NONE; - pSoldier->aiData.bActionInProgress = FALSE; + // and cancel any movement in progress that he was still engaged in + pSoldier->aiData.bAction = AI_ACTION_NONE; + pSoldier->aiData.bActionInProgress = FALSE; } // only set the underEscort flag once you give him a destination diff --git a/TacticalAI/NPC.cpp b/TacticalAI/NPC.cpp index fcd67cb1..727d0e83 100644 --- a/TacticalAI/NPC.cpp +++ b/TacticalAI/NPC.cpp @@ -904,12 +904,12 @@ UINT8 CalcDesireToTalk( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach ) // SANDRO - bonus for communication with people for assertive people if ( gGameOptions.fNewTraitSystem && bApproach != APPROACH_THREATEN) { - INT16 id = GetSoldierIDFromMercID( ubMerc ); - if ( id > -1 ) + SoldierID id = GetSoldierIDFromMercID( ubMerc ); + if ( id != NOBODY ) { - if ( DoesMercHavePersonality( MercPtrs[id], CHAR_TRAIT_ASSERTIVE ) ) + if ( DoesMercHavePersonality( id, CHAR_TRAIT_ASSERTIVE ) ) iPersonalVal += 50; - else if ( DoesMercHavePersonality( MercPtrs[id], CHAR_TRAIT_MALICIOUS ) ) + else if ( DoesMercHavePersonality( id, CHAR_TRAIT_MALICIOUS ) ) iPersonalVal -= 50; } } diff --git a/TacticalAI/ai.h b/TacticalAI/ai.h index c3e7f404..72af7137 100644 --- a/TacticalAI/ai.h +++ b/TacticalAI/ai.h @@ -252,7 +252,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier); INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 *pFromGridNo); -void SetCivilianDestination(UINT8 ubWho, INT32 sGridNo); +void SetCivilianDestination(SoldierID ubWho, INT32 sGridNo); void SetNewSituation( SOLDIERTYPE * pSoldier ); UINT8 SoldierDifficultyLevel( SOLDIERTYPE * pSoldier ); diff --git a/TileEngine/SmokeEffects.cpp b/TileEngine/SmokeEffects.cpp index 4d8bb9c2..28170ec6 100644 --- a/TileEngine/SmokeEffects.cpp +++ b/TileEngine/SmokeEffects.cpp @@ -192,7 +192,7 @@ UINT16 FromSmokeTypeToWorldFlags( INT8 bType ) -INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, BOOL fFromRemoteClient ) +INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, BOOL fFromRemoteClient ) { SMOKEEFFECT *pSmoke; INT32 iSmokeIndex; @@ -222,7 +222,7 @@ INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, } #ifdef JA2BETAVERSION CHAR tmpMPDbgString[512]; - sprintf(tmpMPDbgString,"NewSmokeEffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i )\n",sGridNo, usItem , ubOwner , bLevel , iSmokeIndex ); + sprintf(tmpMPDbgString,"NewSmokeEffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i )\n",sGridNo, usItem , ubOwner.i , bLevel , iSmokeIndex ); MPDebugMsg(tmpMPDbgString); gfMPDebugOutputRandoms = true; #endif diff --git a/TileEngine/Tactical Placement GUI.cpp b/TileEngine/Tactical Placement GUI.cpp index 7b6c1daa..3c4fe0bd 100644 --- a/TileEngine/Tactical Placement GUI.cpp +++ b/TileEngine/Tactical Placement GUI.cpp @@ -327,15 +327,15 @@ void InitTacticalPlacementGUI() giPlacements = 0; for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i ) { - - if( MercPtrs[ i ]->bActive && !MercPtrs[ i ]->flags.fBetweenSectors && - CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) && - !( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles - MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && - MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT && - MercPtrs[ i ]->bAssignment != ASSIGNMENT_REBELCOMMAND && - !( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) && - MercPtrs[ i ]->bAssignment != IN_TRANSIT ) + SOLDIERTYPE *pSoldier = MercPtrs[i]; + if( pSoldier->bActive && !pSoldier->flags.fBetweenSectors && + CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && + !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles + pSoldier->bAssignment != ASSIGNMENT_POW && + pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && + pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && + !( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) && + pSoldier->bAssignment != IN_TRANSIT ) { ++giPlacements; } @@ -347,58 +347,59 @@ void InitTacticalPlacementGUI() giPlacements = 0; for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i ) { - if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors && - CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) && - MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && - MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT && - MercPtrs[ i ]->bAssignment != ASSIGNMENT_REBELCOMMAND && - !( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) && - MercPtrs[ i ]->bAssignment != IN_TRANSIT && - !( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles + SOLDIERTYPE *pSoldier = MercPtrs[i]; + if( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors && + CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && + pSoldier->bAssignment != ASSIGNMENT_POW && + pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && + pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && + !( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) && + pSoldier->bAssignment != IN_TRANSIT && + !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles { // Flugente: if options allow it and we entered this sector - in combat - via helicopter, then allow us free selection of our entry point, and drop us from the helicopter - if ( MercPtrs[ i ]->bTeam == gbPlayerNum && (gGameExternalOptions.ubSkyriderHotLZ == 1 || gGameExternalOptions.ubSkyriderHotLZ == 3) && MercPtrs[ i ]->usSoldierFlagMask & SOLDIER_AIRDROP ) + if ( pSoldier->bTeam == gbPlayerNum && (gGameExternalOptions.ubSkyriderHotLZ == 1 || gGameExternalOptions.ubSkyriderHotLZ == 3) && pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP ) { - AddMercToHeli( MercPtrs[ i ]->ubID ); + AddMercToHeli( pSoldier->ubID ); DisableButton(iTPButtons[SPREAD_BUTTON]); gMercPlacement[ giPlacements ].ubStrategicInsertionCode = INSERTION_CODE_CHOPPER; - MercPtrs[ i ]->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER; + pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER; gfCenter = TRUE; } if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ) { gMercPlacement[giPlacements].ubStrategicInsertionCode = INSERTION_CODE_CENTER; - MercPtrs[i]->ubStrategicInsertionCode = INSERTION_CODE_CENTER; + pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER; gfCenter = TRUE; } // WANNE - MP: Check if the desired insertion direction is valid on the map. If not, choose another entry direction! if (is_networked) { - MercPtrs[ i ]->ubStrategicInsertionCode = GetValidInsertionDirectionForMP(MercPtrs[ i ]->ubStrategicInsertionCode); + pSoldier->ubStrategicInsertionCode = GetValidInsertionDirectionForMP(pSoldier->ubStrategicInsertionCode); } // ATE: If we are in a vehicle - remove ourselves from it! - //if ( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) + //if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) //{ - // RemoveSoldierFromVehicle( MercPtrs[ i ], MercPtrs[ i ]->bVehicleID ); + // RemoveSoldierFromVehicle( pSoldier, pSoldier->bVehicleID ); //} - if( MercPtrs[ i ]->ubStrategicInsertionCode == INSERTION_CODE_PRIMARY_EDGEINDEX || - MercPtrs[ i ]->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX ) + if( pSoldier->ubStrategicInsertionCode == INSERTION_CODE_PRIMARY_EDGEINDEX || + pSoldier->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX ) { - MercPtrs[ i ]->ubStrategicInsertionCode = (UINT8)MercPtrs[ i ]->usStrategicInsertionData; + pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData; } - gMercPlacement[ giPlacements ].pSoldier = MercPtrs[ i ]; - gMercPlacement[ giPlacements ].ubStrategicInsertionCode = MercPtrs[ i ]->ubStrategicInsertionCode; + gMercPlacement[ giPlacements ].pSoldier = pSoldier; + gMercPlacement[ giPlacements ].ubStrategicInsertionCode = pSoldier->ubStrategicInsertionCode; gMercPlacement[ giPlacements ].fPlaced = FALSE; // WANNE: We always want to have edgepoints - CheckForValidMapEdge( &MercPtrs[ i ]->ubStrategicInsertionCode ); + CheckForValidMapEdge( &pSoldier->ubStrategicInsertionCode ); // Flugente: campaign stats - switch( MercPtrs[ i ]->ubStrategicInsertionCode ) + switch( pSoldier->ubStrategicInsertionCode ) { case INSERTION_CODE_NORTH: gCurrentIncident.usIncidentFlags |= INCIDENT_ATTACKDIR_NORTH; @@ -415,7 +416,7 @@ void InitTacticalPlacementGUI() } // WANNE - MP: Center - if (is_networked && MercPtrs[ i ]->ubStrategicInsertionCode == INSERTION_CODE_CENTER) + if (is_networked && pSoldier->ubStrategicInsertionCode == INSERTION_CODE_CENTER) { gfCenter = TRUE; } diff --git a/TileEngine/pits.cpp b/TileEngine/pits.cpp index 86f0e548..6b8de13e 100644 --- a/TileEngine/pits.cpp +++ b/TileEngine/pits.cpp @@ -237,9 +237,9 @@ void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 s } } -void HandleFallIntoPitFromAnimation( UINT16 ubID ) +void HandleFallIntoPitFromAnimation( SoldierID ubID ) { - SOLDIERTYPE *pSoldier = MercPtrs[ ubID ]; + SOLDIERTYPE *pSoldier = ubID; EXITGRID ExitGrid; INT32 sPitGridNo; // OK, get exit grid... diff --git a/TileEngine/pits.h b/TileEngine/pits.h index 5050fe6f..b9a81154 100644 --- a/TileEngine/pits.h +++ b/TileEngine/pits.h @@ -1,6 +1,8 @@ #ifndef __PITS_H #define __PITS_H +#include "overhead types.h" + void Add3X3Pit( INT32 iMapIndex ); void Add5X5Pit( INT32 iMapIndex ); void Remove3X3Pit( INT32 iMapIndex ); @@ -14,7 +16,7 @@ void RemoveAllPits(); extern BOOLEAN gfShowPits; extern BOOLEAN gfLoadPitsWithoutArming; -void HandleFallIntoPitFromAnimation( UINT16 ubID ); +void HandleFallIntoPitFromAnimation( SoldierID ubID ); -#endif \ No newline at end of file +#endif