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synced 2026-07-29 13:52:17 +02:00
Convert currentTeamList to SoldierID
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+17
-17
@@ -306,7 +306,7 @@ BOOLEAN fCreateRegionsForPastCurrentToggle = FALSE;
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// WDS - make number of mercenaries, etc. be configurable
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// List of ids of current team members, dea or alive
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std::vector<INT32> currentTeamList (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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SoldierID currentTeamList[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
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// The index of the last current team members
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int maxCurrentTeamIndex = -1;
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// The id of currently displayed merc
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@@ -319,7 +319,7 @@ void LoadPersonnelGraphics( void );
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void RemovePersonnelGraphics( void );
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void RenderPersonnel( void );
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void RenderPersonnelStats(INT32 iId, INT32 iSlot);
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void RenderPersonnelFace(INT32 iId, INT32 iSlot, BOOLEAN fDead, BOOLEAN fFired, BOOLEAN fOther );
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void RenderPersonnelFace(SoldierID iId, INT32 iSlot, BOOLEAN fDead, BOOLEAN fFired, BOOLEAN fOther );
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void LeftButtonCallBack(GUI_BUTTON *btn,INT32 reason);
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void RightButtonCallBack(GUI_BUTTON *btn,INT32 reason);
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void PersonnelPortraitCallback( MOUSE_REGION * pRegion, INT32 iReason );
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@@ -552,7 +552,7 @@ void EnterPersonnel( void )
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// Clear out the current team list
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for (unsigned idx=0; idx < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; idx++) {
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currentTeamList[idx] = -1;
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currentTeamList[idx] = NOBODY;
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}
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// Fill in the current team list
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@@ -574,7 +574,7 @@ void EnterPersonnel( void )
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}
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}
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if (currentTeamList[0] >= 0)
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if (currentTeamList[0] < NOBODY)
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currentTeamIndex = 0;
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else
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currentTeamIndex = -1;
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@@ -813,11 +813,11 @@ void RenderPersonnelStats( INT32 iId, INT32 iSlot )
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// ID -> fortlaufende ID, und nicht die mercID
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// -> bei aktuellen Merc passt es
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// -> bei departed Merc wird die MercId anstatt der fortlaufenden ID übergeben!!
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void RenderPersonnelFace(INT32 iId, INT32 iSlot, BOOLEAN fDead, BOOLEAN fFired, BOOLEAN fOther )
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void RenderPersonnelFace(SoldierID iId, INT32 iSlot, BOOLEAN fDead, BOOLEAN fFired, BOOLEAN fOther )
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{
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// Get the profile id (from profileId or slotId)
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INT32 profileId = iId;
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if (profileId == -1)
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if (profileId == NOBODY)
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{
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profileId = MercPtrs[iSlot]->ubProfile;
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}
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@@ -2582,7 +2582,7 @@ void DisplayPicturesOfCurrentTeam( void )
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return;
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} // if
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SOLDIERTYPE *pSoldier = MercPtrs[currentTeamList[currentOnSreenIndex]];
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SOLDIERTYPE *pSoldier = currentTeamList[currentOnSreenIndex];
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if ( pSoldier->ubProfile >= 0 )
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{
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@@ -2639,7 +2639,7 @@ void PersonnelPortraitCallback( MOUSE_REGION * pRegion, INT32 iReason )
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currentTeamIndex = iPortraitId + currentTeamFirstIndex;
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fReDrawScreenFlag = TRUE;
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// if the selected merc is valid, and they are a POW, change to the inventory display
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if( currentTeamIndex != -1 && Menptr[currentTeamList[currentTeamIndex]].bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN ) {
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if( currentTeamIndex != -1 && currentTeamList[currentTeamIndex]->bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN ) {
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gubPersonnelInfoState = PERSONNEL_STAT_BTN;
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}
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} else {
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@@ -2683,7 +2683,7 @@ void PersonnelPortraitCallback( MOUSE_REGION * pRegion, INT32 iReason )
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guiSliderPosition = 0;
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//if the selected merc is valid, and they are a POW, change to the inventory display
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if( currentTeamIndex != -1 && Menptr[currentTeamList[currentTeamIndex]].bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN) {
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if( currentTeamIndex != -1 && currentTeamList[currentTeamIndex]->bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN) {
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gubPersonnelInfoState = PERSONNEL_STAT_BTN;
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}
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}
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@@ -3048,7 +3048,7 @@ INT32 GetNumberOfInventoryItemsOnCurrentMerc( void )
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if (!fCurrentTeamMode)
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return( 0 );
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SOLDIERTYPE *pSoldier = &Menptr[currentTeamList[currentTeamIndex]];
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SOLDIERTYPE *pSoldier = currentTeamList[currentTeamIndex];
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INT32 ubCount = 0;
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UINT8 invsize = pSoldier->inv.size();
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@@ -6177,7 +6177,7 @@ void ATMOtherButtonCallback(GUI_BUTTON *btn,INT32 reason)
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if (fCurrentTeamMode &&
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currentTeamIndex != -1) {
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// set soldier
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pSoldier = MercPtrs[ currentTeamList[currentTeamIndex] ];
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pSoldier = currentTeamList[currentTeamIndex];
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switch( iValue ) {
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case( OK_ATM ):
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@@ -6564,11 +6564,11 @@ void UpDateStateOfStartButton( void )
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for ( int i = 0; i < PERSONNEL_NUM_BTN; ++i )
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EnableButton( giPersonnelATMStartButton[ i ] );
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INT32 iId = currentTeamList[currentTeamIndex];
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SoldierID iId = currentTeamList[currentTeamIndex];
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if (iId != -1)
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if (iId != NOBODY)
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{
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if ( Menptr[ iId ].bAssignment == ASSIGNMENT_POW )
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if ( iId->bAssignment == ASSIGNMENT_POW )
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{
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DisableButton( giPersonnelATMStartButton[ PERSONNEL_INV_BTN ] );
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@@ -6612,7 +6612,7 @@ void DisplayAmountOnCurrentMerc( void )
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pSoldier = NULL;
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} else {
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// set soldier
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pSoldier = MercPtrs[ currentTeamList[currentTeamIndex] ];
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pSoldier = currentTeamList[currentTeamIndex];
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}
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INT32 iFunds = GetFundsOnMerc( pSoldier );
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@@ -6697,7 +6697,7 @@ void HandlePersonnelKeyboard( void )
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guiSliderPosition = 0;
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//if the selected merc is valid, and they are a POW, change to the inventory display
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if( currentTeamIndex != -1 && Menptr[currentTeamList[currentTeamIndex]].bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN)
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if( currentTeamIndex != -1 && currentTeamList[currentTeamIndex]->bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN)
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gubPersonnelInfoState = PERSONNEL_EMPLOYMENT_BTN;
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fPausedReDrawScreenFlag = TRUE;
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@@ -6718,7 +6718,7 @@ void HandlePersonnelKeyboard( void )
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guiSliderPosition = 0;
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//if the selected merc is valid, and they are a POW, change to the inventory display
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if( currentTeamIndex != -1 && Menptr[currentTeamList[currentTeamIndex]].bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN)
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if( currentTeamIndex != -1 && currentTeamList[currentTeamIndex]->bAssignment == ASSIGNMENT_POW && gubPersonnelInfoState == PERSONNEL_INV_BTN)
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gubPersonnelInfoState = PERSONNEL_STAT_BTN;
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fPausedReDrawScreenFlag = TRUE;
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