mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
Convert SOLDIERTYPE::ubTargetID to SoldierID
This commit is contained in:
+12
-12
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user