diff --git a/Multiplayer/client.cpp b/Multiplayer/client.cpp index a6d1ce64..2fbe51db 100644 --- a/Multiplayer/client.cpp +++ b/Multiplayer/client.cpp @@ -1116,7 +1116,7 @@ void recieveHIRE(RPCParameters *rpcParameters) gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0; pSoldier->bVisible = 1; - if(MercCreateStruct.ubProfile==64)//slay + if(MercCreateStruct.ubProfile==SLAY)//slay { pSoldier->ubBodyType = REGMALE; gMercProfiles[ pSoldier->ubProfile ].ubBodyType = REGMALE; diff --git a/Tactical/Interface Dialogue.cpp b/Tactical/Interface Dialogue.cpp index b158cec8..219d0f72 100644 --- a/Tactical/Interface Dialogue.cpp +++ b/Tactical/Interface Dialogue.cpp @@ -2724,7 +2724,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum AddHistoryToPlayersLog( HISTORY_MERC_MARRIED_OFF, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY ); // if Flo is going off with Daryl, then set that fact true - if( pSoldier->ubProfile == 44 ) + if( pSoldier->ubProfile == FLO ) { SetFactTrue( FACT_PC_MARRYING_DARYL_IS_FLO ); } diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index 11991406..1f19a4dc 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -733,7 +733,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 * //CHRISL: make sure nails gets his jacket no matter what if(pCreateStruct->ubProfile == 34 && pCreateStruct->fCopyProfileItemsOver == FALSE) { - CreateItem(188, 100, &Soldier.inv[VESTPOS]); + CreateItem(LEATHER_JACKET, 100, &Soldier.inv[VESTPOS]); } } diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 60b0ec74..16670f7e 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -4461,7 +4461,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) //Heinz: 28.02.09 BUGFIX: giving G41 to Maria only in cheat mode // Create object and set - CreateItem( (UINT16) G41, 100, &Object ); + CreateItem( G41, 100, &Object ); pSoldier = FindSoldierByProfileID( MARIA, FALSE ); @@ -4951,7 +4951,7 @@ void MakeSelectedSoldierTired() INT32 usMapPos; if ( GetMouseMapPos( &usMapPos ) ) { - CreateItem( (UINT16)TNT, 100, &gTempObject ); + CreateItem( TNT, 100, &gTempObject ); AddItemToPool( usMapPos, &gTempObject, -1, 0, 0, 0 ); } diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index 0b97cb7c..d310f3df 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -943,7 +943,7 @@ UINT8 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier ) continue; // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pTargetSoldier->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pTargetSoldier->ubProfile != SLAY) { continue; // next opponent } diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index 6ba4ee82..f5165006 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -1142,7 +1142,7 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev } // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY) { continue; // next opponent } @@ -1245,7 +1245,7 @@ INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLeve } // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY) { continue; // next opponent } @@ -1337,7 +1337,7 @@ INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 } // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY) { continue; // next opponent } @@ -2040,7 +2040,7 @@ INT8 CalcMorale(SOLDIERTYPE *pSoldier) continue; // next merc // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY) { continue; // next opponent } diff --git a/TacticalAI/Attacks.cpp b/TacticalAI/Attacks.cpp index 0503f4c4..fd31431a 100644 --- a/TacticalAI/Attacks.cpp +++ b/TacticalAI/Attacks.cpp @@ -747,7 +747,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow) } // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY) { continue; // next opponent } @@ -1318,7 +1318,7 @@ void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAt continue; // next merc // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY) continue; // next opponent #ifdef DEBUGATTACKS diff --git a/TacticalAI/FindLocations.cpp b/TacticalAI/FindLocations.cpp index 937da429..d4a80d0e 100644 --- a/TacticalAI/FindLocations.cpp +++ b/TacticalAI/FindLocations.cpp @@ -29,6 +29,7 @@ #include "lighting.h" #include "Buildings.h" #include "GameSettings.h" + #include "Soldier Profile.h" #endif #include "PathAIDebug.h" @@ -703,7 +704,7 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB } // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY) { continue; // next opponent } @@ -1168,7 +1169,7 @@ INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier) } // Special stuff for Carmen the bounty hunter - if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) + if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY) { continue; // next opponent }