Correct loops

This commit is contained in:
Asdow
2024-11-18 18:27:14 +02:00
parent fa56a7ad6d
commit 66bd1e41c2
2 changed files with 13 additions and 11 deletions
+3 -3
View File
@@ -1383,14 +1383,14 @@ void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot )
{ {
SOLDIERTYPE *pSoldier2; SOLDIERTYPE *pSoldier2;
UINT32 usSleepSpot2; UINT32 usSleepSpot2;
SoldierID uiLoop; UINT16 uiLoop;
SCHEDULENODE *pSchedule; SCHEDULENODE *pSchedule;
UINT8 ubDirection; UINT8 ubDirection;
// start after this soldier's ID so we don't duplicate work done in previous passes // start after this soldier's ID so we don't duplicate work done in previous passes
for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++uiLoop ) for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
{ {
pSoldier2 = uiLoop; pSoldier2 = MercPtrs[uiLoop];
if ( pSoldier2->bActive && pSoldier2->bInSector && pSoldier2->ubScheduleID != 0 ) if ( pSoldier2->bActive && pSoldier2->bInSector && pSoldier2->ubScheduleID != 0 )
{ {
pSchedule = GetSchedule( pSoldier2->ubScheduleID ); pSchedule = GetSchedule( pSoldier2->ubScheduleID );
+10 -8
View File
@@ -874,7 +874,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
void EndAIGuysTurn( SOLDIERTYPE *pSoldier ) void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
{ {
SoldierID ubID; UINT16 ubID;
if (gfTurnBasedAI) if (gfTurnBasedAI)
{ {
@@ -887,17 +887,19 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
// search for any player merc to say close call quote // search for any player merc to say close call quote
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID ) for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID )
{ {
if ( OK_INSECTOR_MERC( ubID ) ) SOLDIERTYPE *pMerc = MercPtrs[ubID];
if ( OK_INSECTOR_MERC( pMerc ) )
{ {
if ( ubID->flags.fCloseCall ) if ( pMerc->flags.fCloseCall )
{ {
if ( !gTacticalStatus.fSomeoneHit && ubID->bNumHitsThisTurn == 0 && !(ubID->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 ) if ( !gTacticalStatus.fSomeoneHit && pMerc->bNumHitsThisTurn == 0 && !(pMerc->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
{ {
// say close call quote! // say close call quote!
TacticalCharacterDialogue( ubID, QUOTE_CLOSE_CALL ); TacticalCharacterDialogue( pMerc, QUOTE_CLOSE_CALL );
ubID->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL; pMerc->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
} }
ubID->flags.fCloseCall = FALSE; pMerc->flags.fCloseCall = FALSE;
} }
} }
} }
@@ -942,7 +944,7 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
ubID = RemoveFirstAIListEntry(); ubID = RemoveFirstAIListEntry();
if (ubID != NOBODY) if (ubID != NOBODY)
{ {
StartNPCAI( ubID ); StartNPCAI( MercPtrs[ ubID ] );
return; return;
} }