mirror of
https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
Convert SOLDIERTYPE::ubOppNum to SoldierID
This commit is contained in:
@@ -1134,7 +1134,7 @@ public:
|
|||||||
UINT8 ubWaitActionToDo;
|
UINT8 ubWaitActionToDo;
|
||||||
INT8 ubInsertionDirection;
|
INT8 ubInsertionDirection;
|
||||||
INT8 bGunType;
|
INT8 bGunType;
|
||||||
UINT16 ubOppNum;
|
SoldierID ubOppNum;
|
||||||
INT8 bLastRenderVisibleValue;
|
INT8 bLastRenderVisibleValue;
|
||||||
UINT8 ubAttackingHand;
|
UINT8 ubAttackingHand;
|
||||||
INT16 sWeightCarriedAtTurnStart;
|
INT16 sWeightCarriedAtTurnStart;
|
||||||
|
|||||||
+29
-23
@@ -5635,13 +5635,13 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
|
|||||||
if ( pAttacker->ubOppNum != NOBODY )
|
if ( pAttacker->ubOppNum != NOBODY )
|
||||||
{
|
{
|
||||||
// if it was another team shooting at someone under our control
|
// if it was another team shooting at someone under our control
|
||||||
if ( (pAttacker->bTeam != Menptr[ pAttacker->ubOppNum ].bTeam ) )
|
if ( pAttacker->bTeam != pAttacker->ubOppNum->bTeam )
|
||||||
{
|
{
|
||||||
// if OPPONENT is under our control
|
// if OPPONENT is under our control
|
||||||
if (Menptr[ pAttacker->ubOppNum ].bTeam == gbPlayerNum )
|
if ( pAttacker->ubOppNum->bTeam == gbPlayerNum )
|
||||||
{
|
{
|
||||||
// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
|
// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
|
||||||
StatChange( MercPtrs[ pAttacker->ubOppNum ], AGILAMT, 5, FROM_FAILURE );
|
StatChange( pAttacker->ubOppNum, AGILAMT, 5, FROM_FAILURE );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6057,31 +6057,35 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
|
|||||||
// anv: enemy taunt on miss
|
// anv: enemy taunt on miss
|
||||||
if( pBullet->pFirer != NULL && pBullet->pFirer->ubOppNum != NOBODY )
|
if( pBullet->pFirer != NULL && pBullet->pFirer->ubOppNum != NOBODY )
|
||||||
{
|
{
|
||||||
|
SoldierID OpponentID = pBullet->pFirer->ubOppNum;
|
||||||
|
INT8 Team = OpponentID->bTeam;
|
||||||
|
SoldierID ShooterID = pBullet->pFirer->ubID;
|
||||||
|
|
||||||
if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_GUN )
|
if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_GUN )
|
||||||
{
|
{
|
||||||
if (gTauntsSettings.fTauntVoice)
|
if (gTauntsSettings.fTauntVoice)
|
||||||
{
|
{
|
||||||
// say taunt only to inform others
|
// say taunt only to inform others
|
||||||
if (gbPublicOpplist[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam][pBullet->pFirer->ubID] != SEEN_CURRENTLY &&
|
if (gbPublicOpplist[Team][ShooterID] != SEEN_CURRENTLY &&
|
||||||
gbPublicOpplist[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam][pBullet->pFirer->ubID] != SEEN_THIS_TURN &&
|
gbPublicOpplist[Team][ShooterID] != SEEN_THIS_TURN &&
|
||||||
gTacticalStatus.Team[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam].bMenInSector > 1)
|
gTacticalStatus.Team[Team].bMenInSector > 1)
|
||||||
{
|
{
|
||||||
PossiblyStartEnemyTaunt(MercPtrs[pBullet->pFirer->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID);
|
PossiblyStartEnemyTaunt(OpponentID, TAUNT_GOT_MISSED_GUNFIRE, ShooterID);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (MercPtrs[pBullet->pFirer->ubOppNum]->aiData.bOppList[pBullet->pFirer->ubID] == SEEN_CURRENTLY)
|
else if (OpponentID->aiData.bOppList[ShooterID] == SEEN_CURRENTLY)
|
||||||
{
|
{
|
||||||
PossiblyStartEnemyTaunt(MercPtrs[pBullet->pFirer->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID);
|
PossiblyStartEnemyTaunt(OpponentID, TAUNT_GOT_MISSED_GUNFIRE, ShooterID);
|
||||||
}
|
}
|
||||||
|
|
||||||
PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_GUNFIRE, pBullet->pFirer->ubOppNum );
|
PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_GUNFIRE, OpponentID);
|
||||||
}
|
}
|
||||||
else if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
|
else if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
|
||||||
{
|
{
|
||||||
if( MercPtrs[ pBullet->pFirer->ubOppNum ]->aiData.bOppList[ pBullet->pFirer->ubID ] == SEEN_CURRENTLY )
|
if( OpponentID->aiData.bOppList[ShooterID] == SEEN_CURRENTLY )
|
||||||
PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_THROWING_KNIFE, pBullet->pFirer->ubID );
|
PossiblyStartEnemyTaunt(OpponentID, TAUNT_GOT_MISSED_THROWING_KNIFE, ShooterID);
|
||||||
|
|
||||||
PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_THROWING_KNIFE, pBullet->pFirer->ubOppNum );
|
PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_THROWING_KNIFE, OpponentID);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -9060,7 +9064,7 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
|
|||||||
void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
|
void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
|
||||||
{
|
{
|
||||||
BOOLEAN fDoMissForGun = FALSE;
|
BOOLEAN fDoMissForGun = FALSE;
|
||||||
SOLDIERTYPE* pAttacker = NULL;
|
SOLDIERTYPE* pAttacker = NULL;
|
||||||
BULLET* pBullet;
|
BULLET* pBullet;
|
||||||
|
|
||||||
if ( ubAttackerID == NOBODY )
|
if ( ubAttackerID == NOBODY )
|
||||||
@@ -9071,13 +9075,13 @@ void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
|
|||||||
if ( pAttacker->ubOppNum != NOBODY )
|
if ( pAttacker->ubOppNum != NOBODY )
|
||||||
{
|
{
|
||||||
// if it was another team shooting at someone under our control
|
// if it was another team shooting at someone under our control
|
||||||
if ( (pAttacker->bTeam != Menptr[ pAttacker->ubOppNum ].bTeam ) )
|
if ( (pAttacker->bTeam != pAttacker->ubOppNum->bTeam ) )
|
||||||
{
|
{
|
||||||
// if OPPONENT is under our control
|
// if OPPONENT is under our control
|
||||||
if (Menptr[ pAttacker->ubOppNum ].bTeam == gbPlayerNum )
|
if (pAttacker->ubOppNum->bTeam == gbPlayerNum )
|
||||||
{
|
{
|
||||||
// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
|
// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
|
||||||
StatChange( MercPtrs[ pAttacker->ubOppNum ], AGILAMT, 5, FROM_FAILURE );
|
StatChange( pAttacker->ubOppNum, AGILAMT, 5, FROM_FAILURE );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -9161,17 +9165,19 @@ void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
|
|||||||
// anv: enemy taunt on miss
|
// anv: enemy taunt on miss
|
||||||
if ( pAttacker != NULL && pAttacker->ubOppNum != NOBODY )
|
if ( pAttacker != NULL && pAttacker->ubOppNum != NOBODY )
|
||||||
{
|
{
|
||||||
|
SoldierID OpponentID = pAttacker->ubOppNum;
|
||||||
|
|
||||||
if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_GUN )
|
if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_GUN )
|
||||||
{
|
{
|
||||||
if( MercPtrs[pAttacker->ubOppNum]->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
|
if(OpponentID->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
|
||||||
PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pAttacker->ubID );
|
PossiblyStartEnemyTaunt( OpponentID, TAUNT_GOT_MISSED_GUNFIRE, pAttacker->ubID );
|
||||||
PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_GUNFIRE, pAttacker->ubOppNum );
|
PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_GUNFIRE, OpponentID );
|
||||||
}
|
}
|
||||||
else if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
|
else if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
|
||||||
{
|
{
|
||||||
if( MercPtrs[pAttacker->ubOppNum]->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
|
if( OpponentID->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
|
||||||
PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_THROWING_KNIFE, pAttacker->ubID );
|
PossiblyStartEnemyTaunt( OpponentID, TAUNT_GOT_MISSED_THROWING_KNIFE, pAttacker->ubID );
|
||||||
PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_THROWING_KNIFE, pAttacker->ubOppNum );
|
PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_THROWING_KNIFE, OpponentID );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user