Convert SOLDIERTYPE::ubTargetID to SoldierID

This commit is contained in:
Asdow
2024-11-15 23:46:15 +02:00
parent f823cb9718
commit 566ead5815
7 changed files with 57 additions and 57 deletions
+12 -12
View File
@@ -2807,7 +2807,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// HEADROCK: Actually, it's 1 for the first shot. Works fine regardless though.
// HEADROCK HAM 4: Extra experience gain now given when the target is hit. This part only gives basic points
// for the attack (FAILURE type).
if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ pSoldier->ubTargetID ], pSoldier->bAimShotLocation ) > 0 ) )
if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pSoldier->ubTargetID, pSoldier->bAimShotLocation ) > 0 ) )
{
// add base pts for taking a shot, whether it hits or misses
dExpGain = 2.0f;
@@ -2818,11 +2818,11 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
dExpGain = (dExpGain * 2) / 3;
}
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
{
dExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
dExpGain = 0;
@@ -2856,11 +2856,11 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// add base pts for taking a shot, whether it hits or misses
dExpGain = 5.0f;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
{
dExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
dExpGain = 0;
@@ -3535,7 +3535,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
}
// NB bDoBurst will be 2 at this point for the first shot since it was incremented
// above
if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ pSoldier->ubTargetID ], pSoldier->bAimShotLocation ) > 0 ) )
if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pSoldier->ubTargetID, pSoldier->bAimShotLocation ) > 0 ) )
{
if ( fGonnaHit )
{
@@ -3562,11 +3562,11 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
usExpGain = (usExpGain * 2) / 3;
}
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
{
usExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0;
@@ -3632,11 +3632,11 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// add base pts for taking a shot, whether it hits or misses
usExpGain += 10;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
{
usExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0;
@@ -4134,11 +4134,11 @@ BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// add base pts for taking a shot, whether it hits or misses
usExpGain += 10;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
{
usExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0;