LocateSoldier() & HandleMercLeavingEquipmentInDrassen() & HandleMercLeavingEquipmentInOmerta()

This commit is contained in:
Asdow
2024-11-17 01:35:49 +02:00
parent c475f9e4e6
commit 61c5a41bea
4 changed files with 15 additions and 15 deletions
+9 -9
View File
@@ -1625,7 +1625,7 @@ void HandleLeavingOfEquipmentInCurrentSector( SoldierID uiMercId )
void HandleMercLeavingEquipmentInOmerta( UINT32 uiMercId )
void HandleMercLeavingEquipmentInOmerta( SoldierID uiMercId )
{
INT32 iSlotIndex = 0;
@@ -1643,7 +1643,7 @@ void HandleMercLeavingEquipmentInOmerta( UINT32 uiMercId )
}
void HandleMercLeavingEquipmentInDrassen( UINT32 uiMercId )
void HandleMercLeavingEquipmentInDrassen( SoldierID uiMercId )
{
INT32 iSlotIndex = 0;
@@ -1856,7 +1856,7 @@ INT32 FindFreeSlotInLeaveList( void )
}
INT32 SetUpDropItemListForMerc( UINT32 uiMercId )
INT32 SetUpDropItemListForMerc( SoldierID uiMercId )
{
// will set up a drop list for this grunt, remove items from inventory, and profile
INT32 iSlotIndex = -1;
@@ -1867,27 +1867,27 @@ INT32 SetUpDropItemListForMerc( UINT32 uiMercId )
return( -1 );
}
UINT32 invsize = Menptr[ uiMercId ].inv.size();
UINT32 invsize = uiMercId->inv.size();
for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
{
// slot found,
// check if actual item
if( Menptr[ uiMercId ].inv[ iCounter ].exists() == true )
if( uiMercId->inv[ iCounter ].exists() == true )
{
// make a linked list of the items left behind, with the ptr to its head in this free slot
AddItemToLeaveIndex( &( Menptr[ uiMercId ].inv[ iCounter ] ), iSlotIndex );
AddItemToLeaveIndex( &( uiMercId->inv[ iCounter ] ), iSlotIndex );
// store owner's profile id for the items added to this leave slot index
SetUpMercAboutToLeaveEquipment( Menptr[ uiMercId ].ubProfile, iSlotIndex );
SetUpMercAboutToLeaveEquipment( uiMercId->ubProfile, iSlotIndex );
}
}
// ATE: Added this to drop keyring keys - the 2nd last paramter says to add it to a leave list...
// the gridno, level and visiblity are ignored
DropKeysInKeyRing( MercPtrs[ uiMercId ], NOWHERE, 0, 0, TRUE, iSlotIndex, FALSE );
DropKeysInKeyRing( uiMercId, NOWHERE, 0, 0, TRUE, iSlotIndex, FALSE );
// zero out profiles
gMercProfiles[ Menptr[ uiMercId ].ubProfile ].clearInventory();
gMercProfiles[ uiMercId->ubProfile ].clearInventory();
return( iSlotIndex );
}
+3 -3
View File
@@ -516,8 +516,8 @@ void GetMoraleString( SOLDIERTYPE *pSoldier, STR16 sString );
void HandleLeavingOfEquipmentInCurrentSector( SoldierID uiMercId );
// set up a linked list of items being dropped and post an event to later drop them
void HandleMercLeavingEquipmentInDrassen( UINT32 uiMercId );
void HandleMercLeavingEquipmentInOmerta( UINT32 uiMercId );
void HandleMercLeavingEquipmentInDrassen( SoldierID uiMercId );
void HandleMercLeavingEquipmentInOmerta( SoldierID uiMercId );
// actually drop the stored list of items
void HandleEquipmentLeftInOmerta( UINT32 uiSlotIndex );
@@ -537,7 +537,7 @@ void FreeLeaveListSlot( UINT32 uiSlotIndex );
INT32 FindFreeSlotInLeaveList( void );
// set up drop list
INT32 SetUpDropItemListForMerc( UINT32 uiMercId );
INT32 SetUpDropItemListForMerc( SoldierID uiMercId );
// store owner's profile id for the items added to this leave slot index
void SetUpMercAboutToLeaveEquipment( UINT32 ubProfileId, UINT32 uiSlotIndex );
+2 -2
View File
@@ -3488,7 +3488,7 @@ BOOLEAN ResetAllAnimationCache( )
void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator)
void LocateSoldier( SoldierID usID, BOOLEAN fSetLocator)
{
SOLDIERTYPE *pSoldier;
INT16 sNewCenterWorldX, sNewCenterWorldY;
@@ -3501,7 +3501,7 @@ void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator)
if (!SoldierOnScreen(usID) || fSetLocator == 10 )
{
// Get pointer of soldier
pSoldier = MercPtrs[ usID ];
pSoldier = usID;
// Center on guy
sNewCenterWorldX = (INT16)pSoldier->dXPos;
+1 -1
View File
@@ -231,7 +231,7 @@ void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceRese
void RevealAllDroppedEnemyItems();
void LocateGridNo( INT32 sGridNo );
void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator);
void LocateSoldier( SoldierID usID, BOOLEAN fSetLocator);
void BeginTeamTurn( UINT8 ubTeam );
void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;