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
+3 -3
View File
@@ -4907,7 +4907,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) ); ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) );
if (pFirer->ubTargetID != NOBODY) if (pFirer->ubTargetID != NOBODY)
{ {
MercPtrs[ pFirer->ubTargetID ]->bNumPelletsHitBy = 0; pFirer->ubTargetID->bNumPelletsHitBy = 0;
} }
} }
weapon=NULL; weapon=NULL;
@@ -5435,7 +5435,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) ); ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) );
if (pFirer->ubTargetID != NOBODY) if (pFirer->ubTargetID != NOBODY)
{ {
MercPtrs[ pFirer->ubTargetID ]->bNumPelletsHitBy = 0; pFirer->ubTargetID->bNumPelletsHitBy = 0;
} }
} }
weapon=NULL; weapon=NULL;
@@ -6951,7 +6951,7 @@ INT8 ChanceToGetThrough(SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dE
// sevenfm: additionally initialize usAttackingWeapon, ubTargetID, bDoBurst and bDoAutofire which are used by FireBulletGivenTarget() // sevenfm: additionally initialize usAttackingWeapon, ubTargetID, bDoBurst and bDoAutofire which are used by FireBulletGivenTarget()
UINT16 oldAttackingWeapon = pFirer->usAttackingWeapon; UINT16 oldAttackingWeapon = pFirer->usAttackingWeapon;
UINT8 oldAttackingHand = pFirer->ubAttackingHand; UINT8 oldAttackingHand = pFirer->ubAttackingHand;
UINT8 oldTargetID = pFirer->ubTargetID; SoldierID oldTargetID = pFirer->ubTargetID;
INT8 oldBurst = pFirer->bDoBurst; INT8 oldBurst = pFirer->bDoBurst;
INT8 oldAutofire = pFirer->bDoAutofire; INT8 oldAutofire = pFirer->bDoAutofire;
+1 -1
View File
@@ -9676,7 +9676,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
pTarget = NULL; pTarget = NULL;
if (pSoldier->ubTargetID != NOBODY) if (pSoldier->ubTargetID != NOBODY)
{ {
pTarget = MercPtrs[ pSoldier->ubTargetID ]; pTarget = pSoldier->ubTargetID;
} }
// Flugente 18-07-22: commenting this out - it doesn't do harm in realtime, and is more realistic // Flugente 18-07-22: commenting this out - it doesn't do harm in realtime, and is more realistic
+37 -37
View File
@@ -1557,7 +1557,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( pSoldier->bTeam != gbPlayerNum ) if ( pSoldier->bTeam != gbPlayerNum )
{ {
// only locate if the enemy is visible or he's aiming at a player // only locate if the enemy is visible or he's aiming at a player
if ( pSoldier->bVisible != -1 || (pSoldier->ubTargetID != NOBODY && MercPtrs[ pSoldier->ubTargetID ]->bTeam == gbPlayerNum) ) if ( pSoldier->bVisible != -1 || (pSoldier->ubTargetID != NOBODY && pSoldier->ubTargetID->bTeam == gbPlayerNum) )
{ {
LocateGridNo( pSoldier->sTargetGridNo ); LocateGridNo( pSoldier->sTargetGridNo );
} }
@@ -4043,13 +4043,13 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
else if ( pSoldier->bVisible == TRUE ) else if ( pSoldier->bVisible == TRUE )
{ {
// We were a visible enemy, say laugh! // We were a visible enemy, say laugh!
if ( Random(3) == 0 && !CREATURE_OR_BLOODCAT( MercPtrs[ ubAttacker ] ) ) if ( Random(3) == 0 && !CREATURE_OR_BLOODCAT( ubAttacker ) )
{ {
// if the attacker was from the same team, play a curse, otherwise play a laugh // if the attacker was from the same team, play a curse, otherwise play a laugh
if ( MercPtrs[ubAttacker]->bSide == pSoldier->bSide ) if ( ubAttacker->bSide == pSoldier->bSide )
MercPtrs[ubAttacker]->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); ubAttacker->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
else else
MercPtrs[ ubAttacker ]->DoMercBattleSound( BATTLE_SOUND_LAUGH1 ); ubAttacker->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
} }
} }
} }
@@ -4061,7 +4061,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
// militia also now track kills... // militia also now track kills...
if ( ubAttacker != NOBODY ) if ( ubAttacker != NOBODY )
{ {
if ( MercPtrs[ ubAttacker ]->bTeam == gbPlayerNum ) if ( ubAttacker->bTeam == gbPlayerNum )
{ {
// increment kills // increment kills
///////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////
@@ -4069,43 +4069,43 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
switch(pSoldier->ubSoldierClass) switch(pSoldier->ubSoldierClass)
{ {
case SOLDIER_CLASS_ROBOT: case SOLDIER_CLASS_ROBOT:
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsOthers++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
break; break;
case SOLDIER_CLASS_ELITE : case SOLDIER_CLASS_ELITE :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsElites++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsElites++;
break; break;
case SOLDIER_CLASS_ARMY : case SOLDIER_CLASS_ARMY :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsRegulars++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsRegulars++;
break; break;
case SOLDIER_CLASS_ADMINISTRATOR : case SOLDIER_CLASS_ADMINISTRATOR :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsAdmins++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsAdmins++;
break; break;
case SOLDIER_CLASS_CREATURE : case SOLDIER_CLASS_CREATURE :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsCreatures++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsCreatures++;
break; break;
case SOLDIER_CLASS_ZOMBIE : case SOLDIER_CLASS_ZOMBIE :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsZombies++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsZombies++;
break; break;
case SOLDIER_CLASS_BANDIT: case SOLDIER_CLASS_BANDIT:
gMercProfiles[MercPtrs[ubAttacker]->ubProfile].records.usKillsOthers++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
break; break;
default : default :
if ( CREATURE_OR_BLOODCAT( pSoldier ) ) if ( CREATURE_OR_BLOODCAT( pSoldier ) )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsCreatures++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsCreatures++;
else if ( ARMED_VEHICLE( pSoldier ) ) else if ( ARMED_VEHICLE( pSoldier ) )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsTanks++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsTanks++;
else if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && pSoldier->bSide != gbPlayerNum ) else if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && pSoldier->bSide != gbPlayerNum )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsHostiles++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsHostiles++;
else else
{ {
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsOthers++; gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
// Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians // Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians
if (gGameExternalOptions.fDynamicOpinions && pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == MercPtrs[ubAttacker]->bSide) ) if (gGameExternalOptions.fDynamicOpinions && pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == ubAttacker->bSide) )
{ {
// not for killing animals though... // not for killing animals though...
if ( pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW ) if ( pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW )
HandleDynamicOpinionChange( MercPtrs[ubAttacker], OPINIONEVENT_CIVKILLER, TRUE, TRUE ); HandleDynamicOpinionChange( ubAttacker, OPINIONEVENT_CIVKILLER, TRUE, TRUE );
} }
} }
break; break;
@@ -4117,61 +4117,61 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
// Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians // Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians
if (gGameExternalOptions.fDynamicOpinions) if (gGameExternalOptions.fDynamicOpinions)
{ {
if (pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == MercPtrs[ubAttacker]->bSide)) if (pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == ubAttacker->bSide))
{ {
// not for killing animals though... // not for killing animals though...
if (pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW) if (pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW)
HandleDynamicOpinionChange(MercPtrs[ubAttacker], OPINIONEVENT_CIVKILLER, TRUE, TRUE); HandleDynamicOpinionChange(ubAttacker, OPINIONEVENT_CIVKILLER, TRUE, TRUE);
} }
else else
{ {
// if this enemy was attacking a freshly wounded merc, it is likely they posed a real threat - the merc will be thankful for saving their life // if this enemy was attacking a freshly wounded merc, it is likely they posed a real threat - the merc will be thankful for saving their life
if (pSoldier->ubTargetID != NOBODY && MercPtrs[pSoldier->ubTargetID]->bBleeding > 10) if (pSoldier->ubTargetID != NOBODY && pSoldier->ubTargetID->bBleeding > 10)
{ {
AddOpinionEvent(MercPtrs[pSoldier->ubTargetID]->ubProfile, MercPtrs[ubAttacker]->ubProfile, OPINIONEVENT_BATTLE_SAVIOUR); AddOpinionEvent(pSoldier->ubTargetID->ubProfile, ubAttacker->ubProfile, OPINIONEVENT_BATTLE_SAVIOUR);
} }
else else
{ {
// complain about a fragthief, or thank for assistance - correct event is chosen internally // complain about a fragthief, or thank for assistance - correct event is chosen internally
HandleDynamicOpinionChange(MercPtrs[ubAttacker], OPINIONEVENT_FRAGTHIEF, TRUE, TRUE); HandleDynamicOpinionChange(ubAttacker, OPINIONEVENT_FRAGTHIEF, TRUE, TRUE);
} }
} }
} }
} }
else if ( MercPtrs[ ubAttacker ]->bTeam == MILITIA_TEAM ) else if ( ubAttacker->bTeam == MILITIA_TEAM )
{ {
// get a kill! 2 points! // get a kill! 2 points!
MercPtrs[ ubAttacker ]->ubMilitiaKills += 1; ubAttacker->ubMilitiaKills += 1;
} }
} }
if ( ubAssister != NOBODY && ubAssister != ubAttacker ) if ( ubAssister != NOBODY && ubAssister != ubAttacker )
{ {
if ( MercPtrs[ ubAssister ]->bTeam == gbPlayerNum ) if ( ubAssister->bTeam == gbPlayerNum )
{ {
///////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////
// SANDRO - new mercs' records // SANDRO - new mercs' records
if( MercPtrs[ ubAttacker ] != NULL ) if( ubAttacker != NOBODY )
{ {
if( MercPtrs[ ubAttacker ]->bTeam == gbPlayerNum ) if( ubAttacker->bTeam == gbPlayerNum )
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsMercs++; gMercProfiles[ ubAssister->ubProfile ].records.usAssistsMercs++;
else if ( MercPtrs[ ubAttacker ]->bTeam == MILITIA_TEAM ) else if ( ubAttacker->bTeam == MILITIA_TEAM )
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsMilitia++; gMercProfiles[ ubAssister->ubProfile ].records.usAssistsMilitia++;
else else
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsOthers++; gMercProfiles[ ubAssister->ubProfile ].records.usAssistsOthers++;
} }
else else
{ {
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsOthers++; gMercProfiles[ ubAssister->ubProfile ].records.usAssistsOthers++;
} }
//gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].usAssists++; //gMercProfiles[ ubAssister->ubProfile ].usAssists++;
///////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////
} }
else if ( MercPtrs[ ubAssister ]->bTeam == MILITIA_TEAM ) else if ( ubAssister->bTeam == MILITIA_TEAM )
{ {
// get an assist - 1 points // get an assist - 1 points
MercPtrs[ubAssister]->ubMilitiaAssists += 1; ubAssister->ubMilitiaAssists += 1;
} }
} }
/* /*
+2 -2
View File
@@ -16044,12 +16044,12 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT16 ubObserverID )
if ( this->sSectorX == gWorldSectorX && this->sSectorY == gWorldSectorY && this->bSectorZ == gbWorldSectorZ ) if ( this->sSectorX == gWorldSectorX && this->sSectorY == gWorldSectorY && this->bSectorZ == gbWorldSectorZ )
{ {
// are we targeting a buddy of our observer? // are we targeting a buddy of our observer?
if ( this->ubTargetID != NOBODY && MercPtrs[this->ubTargetID] && MercPtrs[this->ubTargetID]->bTeam == pSoldier->bTeam ) if ( this->ubTargetID < NOBODY && this->ubTargetID->bTeam == pSoldier->bTeam )
{ {
// if we are aiming at a soldier, others will notice our intent... not covert! // if we are aiming at a soldier, others will notice our intent... not covert!
if ( WeaponReady( this ) ) if ( WeaponReady( this ) )
{ {
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), MercPtrs[this->ubTargetID]->GetName() ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), this->ubTargetID->GetName() );
return FALSE; return FALSE;
} }
} }
+1 -1
View File
@@ -1406,7 +1406,7 @@ public:
INT8 bBlockedByAnotherMercDirection; INT8 bBlockedByAnotherMercDirection;
UINT16 usAttackingWeapon; UINT16 usAttackingWeapon;
INT8 bWeaponMode; INT8 bWeaponMode;
UINT16 ubTargetID; SoldierID ubTargetID;
INT8 bAIScheduleProgress; INT8 bAIScheduleProgress;
INT32 sOffWorldGridNo; INT32 sOffWorldGridNo;
struct TAG_anitile *pAniTile; struct TAG_anitile *pAniTile;
+1 -1
View File
@@ -1713,7 +1713,7 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
// Set insertion gridNo // Set insertion gridNo
pNewSoldier->sInsertionGridNo = sOldGridNo; pNewSoldier->sInsertionGridNo = sOldGridNo;
if ( gfPotentialTeamChangeDuringDeath ) if ( gfPotentialTeamChangeDuringDeath )
{ {
+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: 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 // HEADROCK HAM 4: Extra experience gain now given when the target is hit. This part only gives basic points
// for the attack (FAILURE type). // 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 // add base pts for taking a shot, whether it hits or misses
dExpGain = 2.0f; dExpGain = 2.0f;
@@ -2818,11 +2818,11 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
dExpGain = (dExpGain * 2) / 3; 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; 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! // no exp from shooting a vehicle that you can't damage and can't move!
dExpGain = 0; dExpGain = 0;
@@ -2856,11 +2856,11 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// add base pts for taking a shot, whether it hits or misses // add base pts for taking a shot, whether it hits or misses
dExpGain = 5.0f; 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; 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! // no exp from shooting a vehicle that you can't damage and can't move!
dExpGain = 0; 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 // NB bDoBurst will be 2 at this point for the first shot since it was incremented
// above // 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 ) if ( fGonnaHit )
{ {
@@ -3562,11 +3562,11 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
usExpGain = (usExpGain * 2) / 3; 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; 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! // no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0; usExpGain = 0;
@@ -3632,11 +3632,11 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// add base pts for taking a shot, whether it hits or misses // add base pts for taking a shot, whether it hits or misses
usExpGain += 10; usExpGain += 10;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW ) if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
{ {
usExpGain /= 2; 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! // no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0; usExpGain = 0;
@@ -4134,11 +4134,11 @@ BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// add base pts for taking a shot, whether it hits or misses // add base pts for taking a shot, whether it hits or misses
usExpGain += 10; usExpGain += 10;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW ) if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
{ {
usExpGain /= 2; 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! // no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0; usExpGain = 0;