Change UINT8 to UINT16 for soldierInitLists & hostiles in sector

This commit is contained in:
Asdow
2024-11-10 01:19:05 +02:00
parent 5cf0ef4bde
commit 508310be3e
15 changed files with 236 additions and 224 deletions
+3 -3
View File
@@ -2,16 +2,16 @@
#define __REINFORCEMENT_H__
//For Autoresolve (mostly)
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
void ActivateTurncoatsForAutoResolve( INT16 sSectorX, INT16 sSectorY );
BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY );
UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY );
UINT16 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
UINT16 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
//For Tactical
UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
void AddPossiblePendingMilitiaToBattle();
GROUP* GetNonPlayerGroupInSectorForReinforcement( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
#endif
#endif