More conversions to SoldierID

This commit is contained in:
Asdow
2024-11-17 18:15:36 +02:00
parent 06936b71c9
commit 74d752d452
14 changed files with 115 additions and 118 deletions
+2 -2
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@@ -6378,9 +6378,9 @@ BOOLEAN IsValidTalkableNPCFromMouse( UINT16 * pubSoldierID, BOOLEAN fGive, BOOLE
}
BOOLEAN IsValidTalkableNPC( UINT16 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
BOOLEAN IsValidTalkableNPC( SoldierID ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
{
SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
SOLDIERTYPE *pSoldier = ubSoldierID;
BOOLEAN fValidGuy = FALSE;
if ( gusSelectedSoldier != NOBODY )
+1 -1
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@@ -335,7 +335,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier );
BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN IsValidTalkableNPCFromMouse( UINT16 * pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
BOOLEAN IsValidTalkableNPC( UINT16 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
BOOLEAN IsValidTalkableNPC( SoldierID ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
BOOLEAN HandleTalkInit( );
+1 -1
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@@ -3436,7 +3436,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
// be legal, but the bLevel May change...
sNewGridNo = NewGridNo( pBullet->sGridNo, DirectionInc( gOppositeDirection[ SWeaponHit.usDirection ] ) );
bSpewBloodLevel = MercPtrs[ SWeaponHit.usSoldierID ]->pathing.bLevel;
bSpewBloodLevel = SWeaponHit.usSoldierID->pathing.bLevel;
fCanSpewBlood = TRUE;
// If on anything other than bLevel of 0, we can pretty much freely spew blood
+64 -67
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@@ -1730,10 +1730,10 @@ void AdjustForFastTurnAnimation( SOLDIERTYPE *pSoldier );
UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight );
void SelectFallAnimation( SOLDIERTYPE *pSoldier );
BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius );
void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitBlade( SOLDIERTYPE* pSoldier, UINT8 ubHitLocation );
void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection );
UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss );
void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
@@ -6492,7 +6492,7 @@ void DoGenericHit( SOLDIERTYPE *pSoldier, UINT8 ubSpecial, INT16 bDirection )
}
void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
{
INT32 usNewGridNo;
BOOLEAN fBlownAway = FALSE;
@@ -6517,7 +6517,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
if ( Item[usWeaponIndex].usItemClass == IC_GUN )
ubDistMessy *= gItemSettings.fDistMessyModifierGun[Weapon[usWeaponIndex].ubWeaponType];
if ( SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy )
if ( SpacesAway( pSoldier->sGridNo, ubAttackerID->sGridNo ) <= ubDistMessy )
{
usNewGridNo = NewGridNo( pSoldier->sGridNo, (INT8)(DirectionInc( pSoldier->ubDirection )) );
@@ -6546,7 +6546,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
if ( Item[usWeaponIndex].usItemClass == IC_GUN )
ubDistMessy *= gItemSettings.fDistMessyModifierGun[Weapon[usWeaponIndex].ubWeaponType];
if ( SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy )
if ( SpacesAway( pSoldier->sGridNo, ubAttackerID->sGridNo ) <= ubDistMessy )
{
// possibly play torso explosion anim!
@@ -6619,7 +6619,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
// Flugente: dynamic opinions
if (gGameExternalOptions.fDynamicOpinions && ubAttackerID != NOBODY )
HandleDynamicOpinionChange( MercPtrs[ubAttackerID], OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
HandleDynamicOpinionChange( ubAttackerID, OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
return;
}
@@ -6634,7 +6634,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
// Flugente: dynamic opinions
if (gGameExternalOptions.fDynamicOpinions && ubAttackerID != NOBODY )
HandleDynamicOpinionChange( MercPtrs[ubAttackerID], OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
HandleDynamicOpinionChange( ubAttackerID, OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
return;
}
@@ -6643,7 +6643,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
DoGenericHit( pSoldier, ubSpecial, bDirection );
}
void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
{
// Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore
if ( ubHitLocation == AIM_SHOT_TORSO )
@@ -6858,7 +6858,7 @@ void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT8 ubHitLocation )
}
void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
{
// IF HERE AND GUY IS DEAD, RETURN!
@@ -12507,9 +12507,9 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
if ( this->flags.uiStatusFlags & SOLDIER_MONSTER )
{
// Is there an unconscious guy at gridno......
UINT16 ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel );
SoldierID ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel );
if ( ubTargetID != NOBODY && ((MercPtrs[ubTargetID]->stats.bLife < OKLIFE && MercPtrs[ubTargetID]->stats.bLife > 0) || (MercPtrs[ubTargetID]->bBreath < OKBREATH && MercPtrs[ubTargetID]->bCollapsed)) )
if ( ubTargetID != NOBODY && ((ubTargetID->stats.bLife < OKLIFE && ubTargetID->stats.bLife > 0) || (ubTargetID->bBreath < OKBREATH && ubTargetID->bCollapsed)) )
{
this->aiData.uiPendingActionData4 = ubTargetID;
@@ -13140,13 +13140,12 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection )
{
SOLDIERTYPE *pTSoldier;
//UINT32 uiMercFlags;
UINT16 usSoldierIndex;
BOOLEAN fRefused = FALSE;
usSoldierIndex = WhoIsThere2( sGridNo, this->pathing.bLevel );
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, this->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTSoldier = MercPtrs[usSoldierIndex];
pTSoldier = usSoldierIndex;
//SANDRO - hack! Find out if we are a doctor with medical bag trying to make a surgery
this->fDoingSurgery = FALSE;
@@ -13275,7 +13274,7 @@ void SOLDIERTYPE::EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection, U
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
pTSoldier = MercPtrs[usSoldierIndex];
pTSoldier = usSoldierIndex;
// Enter vehicle...
EnterVehicle( pTSoldier, this, ubSeatIndex );
@@ -13790,7 +13789,7 @@ void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
// GET TARGET SOLDIER
if ( this->ubServicePartner != NOBODY )
{
pTSoldier = MercPtrs[this->ubServicePartner];
pTSoldier = this->ubServicePartner;
// END SERVICE!
pTSoldier->ubServiceCount--;
@@ -14773,12 +14772,12 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
if ( !IsLocationSittable( nextGridNoinSight, 0 ) )
{
// resting our gun on people is allowed sometimes
UINT16 usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
SoldierID usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
if ( usPersonID == NOBODY )
applybipod = TRUE;
else
{
SOLDIERTYPE* pSoldier = MercPtrs[usPersonID];
SOLDIERTYPE* pSoldier = usPersonID;
// anv: vehicles don't mind
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
@@ -14797,7 +14796,7 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
// Flugente: dynamic opinions
if (gGameExternalOptions.fDynamicOpinions)
{
AddOpinionEvent(MercPtrs[usPersonID]->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
AddOpinionEvent(pSoldier->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
}
}
}
@@ -14847,12 +14846,12 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
if ( !IsLocationSittable( nextGridNoinSight, 0 ) )
{
// resting our gun on people is allowed sometimes
UINT16 usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
SoldierID usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
if ( usPersonID == NOBODY )
applybipod = TRUE;
else
{
SOLDIERTYPE* pSoldier = MercPtrs[usPersonID];
SOLDIERTYPE* pSoldier = usPersonID;
// anv: vehicles don't mind
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
@@ -14867,7 +14866,7 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
// Flugente: dynamic opinions
if (gGameExternalOptions.fDynamicOpinions)
{
AddOpinionEvent(MercPtrs[usPersonID]->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
AddOpinionEvent(pSoldier->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
}
}
}
@@ -15328,7 +15327,7 @@ BOOLEAN SOLDIERTYPE::IsFeedingExternal( UINT16 * pubId1, UINT16* pGunSlot1, UIN
UINT16 lastslotforammo = MEDPOCK3POS;
// for robots and AI-controlled soldiers (who don't have any LBE gear), we put a change in here so that ALL their slots are checked for ammo
if ( this->bTeam != gbPlayerNum || MercPtrs[this->ubID]->flags.uiStatusFlags & SOLDIER_ROBOT )
if ( this->bTeam != gbPlayerNum || this->ubID->flags.uiStatusFlags & SOLDIER_ROBOT )
{
firstslotforammo = HANDPOS;
lastslotforammo = NUM_INV_SLOTS;
@@ -15835,9 +15834,9 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// are we in covert mode? we need to have the correct flag set, and not wear anything suspicious, or behave in a suspicious way
BOOLEAN SOLDIERTYPE::SeemsLegit( UINT16 ubObserverID )
BOOLEAN SOLDIERTYPE::SeemsLegit( SoldierID ubObserverID )
{
SOLDIERTYPE* pSoldier = MercPtrs[ubObserverID];
SOLDIERTYPE* pSoldier = ubObserverID;
if ( !pSoldier )
return TRUE;
@@ -16123,7 +16122,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT16 ubObserverID )
}
// do we recognize someone else as a combatant?
BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( UINT16 ubTargetID )
BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( SoldierID ubTargetID )
{
// this will only work with the new trait system
if ( !gGameOptions.fNewTraitSystem )
@@ -16132,7 +16131,7 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( UINT16 ubTargetID )
if ( ubTargetID == NOBODY )
return TRUE;
SOLDIERTYPE* pSoldier = MercPtrs[ubTargetID];
SOLDIERTYPE* pSoldier = ubTargetID;
if ( !pSoldier )
return TRUE;
@@ -16462,12 +16461,12 @@ BOOLEAN SOLDIERTYPE::FreePrisoner( )
// we can only free people we are facing
INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) );
UINT16 target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
SoldierID target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
// is there somebody?
if ( target != NOBODY )
{
SOLDIERTYPE* pSoldier = MercPtrs[target];
SOLDIERTYPE* pSoldier = target;
// if he is captured, free him!
// note that this would also work for prisoner civs that we spawn in our prisons. All needed would be commanding the AI to get there
@@ -18860,7 +18859,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
// if he does not do so, active vox operators will be targetted. Who knows, the vox operator might be doing a heroic last stand for all we know...
//BOOLEAN signalshellfired = FALSE;
const UINT8 maxFiringMortarsAmount = 5;
UINT16 radiooperatorID = 0;
SoldierID radiooperatorID = 0;
UINT8 mortaritemcnt = 0;
UINT16 mortararray[maxFiringMortarsAmount] = { 0 };
@@ -19008,7 +19007,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
if ( radiooperatorID )
{
pSoldier = MercPtrs[radiooperatorID];
pSoldier = radiooperatorID;
// also drain the other guy's radio batteries
pSoldier->UseRadio( );
@@ -19337,12 +19336,12 @@ BOOLEAN SOLDIERTYPE::AIDoctorFriend( )
// we can only free people we are facing
INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) );
UINT16 target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
SoldierID target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
// is there somebody?
if ( target != NOBODY )
{
SOLDIERTYPE* pSoldier = MercPtrs[target];
SOLDIERTYPE* pSoldier = target;
if ( pSoldier->bTeam != ENEMY_TEAM )
return FALSE;
@@ -20517,13 +20516,13 @@ BOOLEAN SOLDIERTYPE::CanDragInPrinciple(BOOLEAN fCheckStance)
return TRUE;
}
BOOLEAN SOLDIERTYPE::CanDragPerson(UINT16 usID, BOOLEAN fCheckStance)
BOOLEAN SOLDIERTYPE::CanDragPerson(SoldierID usID, BOOLEAN fCheckStance)
{
if (!CanDragInPrinciple(fCheckStance))
return FALSE;
// check whether this guy exists etc.
SOLDIERTYPE* pSoldier = MercPtrs[usID];
SOLDIERTYPE* pSoldier = usID;
if ( pSoldier && pSoldier->bActive && pSoldier->bInSector )
{
@@ -20804,7 +20803,7 @@ BOOLEAN SOLDIERTYPE::IsDragging( bool aStopIfConditionNotSatisfied )
return FALSE;
}
void SOLDIERTYPE::SetDragOrderPerson( UINT16 usID )
void SOLDIERTYPE::SetDragOrderPerson( SoldierID usID )
{
if ( CanDragPerson( usID ) )
{
@@ -20825,16 +20824,16 @@ void SOLDIERTYPE::SetDragOrderPerson( UINT16 usID )
}
}
void SOLDIERTYPE::SetDragOrderCorpse( UINT32 usID )
void SOLDIERTYPE::SetDragOrderCorpse( UINT32 uiCorpseID )
{
if ( CanDragCorpse( usID ) )
if ( CanDragCorpse( uiCorpseID ) )
{
// sevenfm: if someone is dragging this corpse, cancel drag
SOLDIERTYPE *pSoldier;
for (UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{
pSoldier = MercPtrs[uiLoop];
if (pSoldier && pSoldier->sDragCorpseID == usID)
if (pSoldier && pSoldier->sDragCorpseID == uiCorpseID)
{
pSoldier->CancelDrag();
}
@@ -20842,7 +20841,7 @@ void SOLDIERTYPE::SetDragOrderCorpse( UINT32 usID )
CancelDrag();
this->sDragCorpseID = usID;
this->sDragCorpseID = uiCorpseID;
}
}
@@ -21014,7 +21013,7 @@ void SOLDIERTYPE::StopChatting()
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[DISTRACT_STOP_STR], this->GetName(), this->usChatPartnerID->GetName() );
MercPtrs[this->usChatPartnerID]->usChatPartnerID = NOBODY;
this->usChatPartnerID->usChatPartnerID = NOBODY;
this->usChatPartnerID = NOBODY;
}
}
@@ -21372,7 +21371,7 @@ UINT8 SOLDIERTYPE::GetThiefEvadeDetectionChance()
return totalvalue;
}
BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID )
BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( SoldierID usID )
{
if ( !gSkillTraitValues.fCOTurncoats
|| gbWorldSectorZ
@@ -21387,7 +21386,7 @@ BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID )
|| usID == NOBODY )
return FALSE;
SOLDIERTYPE* pSoldier = MercPtrs[usID];
SOLDIERTYPE* pSoldier = usID;
if ( !pSoldier
|| pSoldier->bTeam != ENEMY_TEAM
@@ -21543,12 +21542,12 @@ UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( SoldierID usID, INT16 sApproac
return max( 0, min( 100, recruitrating - enemyresistancerating ) );
}
void SOLDIERTYPE::AttemptToCreateTurncoat( UINT16 usID )
void SOLDIERTYPE::AttemptToCreateTurncoat( SoldierID usID )
{
if ( usID >= NOBODY )
return;
SOLDIERTYPE* pSoldier = MercPtrs[usID];
SOLDIERTYPE* pSoldier = usID;
if ( !pSoldier
|| pSoldier->bTeam != ENEMY_TEAM
@@ -21558,12 +21557,12 @@ void SOLDIERTYPE::AttemptToCreateTurncoat( UINT16 usID )
HandleTurncoatAttempt( pSoldier );
}
BOOLEAN SOLDIERTYPE::OrderTurnCoatToSwitchSides( UINT16 usID )
BOOLEAN SOLDIERTYPE::OrderTurnCoatToSwitchSides( SoldierID usID )
{
if ( usID >= NOBODY )
return FALSE;
SOLDIERTYPE* pSoldier = MercPtrs[usID];
SOLDIERTYPE* pSoldier = usID;
if (!pSoldier
|| pSoldier->bTeam != ENEMY_TEAM
@@ -22545,12 +22544,12 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
if ( !gGameExternalOptions.fAllowPrisonerSystem )
return;
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
if ( ubPerson != NOBODY && MercPtrs[ubPerson]->CanBeCaptured( ) )
if ( ubPerson != NOBODY && ubPerson->CanBeCaptured( ) )
{
// we found someone we can handcuff
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
SOLDIERTYPE* pSoldier = ubPerson;
// check wether we will be successful
BOOLEAN success = FALSE;
@@ -22688,12 +22687,12 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirection )
{
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
if ( ubPerson != NOBODY )
{
// we found someone
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
SOLDIERTYPE* pSoldier = ubPerson;
OBJECTTYPE* pObj = &(this->inv[HANDPOS]);
@@ -22824,12 +22823,12 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
void SOLDIERTYPE::EVENT_SoldierTakeBloodFromPerson( INT32 sGridNo, UINT8 ubDirection )
{
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
if ( ubPerson != NOBODY && ubPerson != this->ubID )
{
// we found someone
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
SOLDIERTYPE* pSoldier = ubPerson;
OBJECTTYPE* pObj = &( this->inv[HANDPOS] );
@@ -22895,12 +22894,12 @@ void SOLDIERTYPE::EVENT_SoldierTakeBloodFromPerson( INT32 sGridNo, UINT8 ubDirec
void SOLDIERTYPE::EVENT_SoldierApplySplintToPerson( INT32 sGridNo, UINT8 ubDirection )
{
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
if ( ubPerson != NOBODY && ubPerson != this->ubID )
{
// we found someone
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
SOLDIERTYPE* pSoldier = ubPerson;
OBJECTTYPE* pObj = &( this->inv[HANDPOS] );
@@ -22964,12 +22963,10 @@ void SOLDIERTYPE::EVENT_SoldierInteractiveAction( INT32 sGridNo, UINT16 usAction
void SOLDIERTYPE::EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot )
{
UINT16 ubPerson;
// Make sure we have a robot here....
ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
if ( ubPerson != NOBODY && MercPtrs[ubPerson]->flags.uiStatusFlags & SOLDIER_ROBOT )
if ( ubPerson != NOBODY && ubPerson->flags.uiStatusFlags & SOLDIER_ROBOT )
{
// CHANGE DIRECTION AND GOTO ANIMATION NOW
if (this->ubDirection != ubDirection)
@@ -23195,18 +23192,18 @@ void AbandonBoxingDueToSurrenderCallback(UINT8 ubExitValue)
}
SOLDIERTYPE *pTMilitiaSoldier;//global pointer
BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT16 ubTargetID, BOOLEAN fValidate )
BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( SoldierID ubTargetID, BOOLEAN fValidate )
{
INT16 sFacingDir, sXPos, sYPos, sAPCost;
SOLDIERTYPE *pTSoldier;
UINT32 uiRange;
INT16 sFacingDir, sXPos, sYPos, sAPCost;
SOLDIERTYPE *pTSoldier;
UINT32 uiRange;
if ( ubTargetID == NOBODY )
{
return(FALSE);
}
pTSoldier = MercPtrs[ubTargetID];
pTSoldier = ubTargetID;
// Check distance again, to be sure
if ( fValidate )
@@ -23392,7 +23389,7 @@ BOOLEAN SOLDIERTYPE::IsValidSecondHandBurst( void )
{
if ( this->bDoAutofire )
{
// if second gun cannot use atuofire mode
// if second gun cannot use autofire mode
if ( !IsGunAutofireCapable( &this->inv[SECONDHANDPOS] ) )
{
return(FALSE);
+11 -11
View File
@@ -1254,7 +1254,7 @@ public:
UINT16 *pCurrentShade;
UINT8 ubFadeLevel;
UINT8 ubServiceCount;
UINT16 ubServicePartner;
SoldierID ubServicePartner;
THROW_PARAMS *pThrowParams;
INT8 bReverse;
LEVELNODE *pLevelNode;
@@ -1427,7 +1427,7 @@ public:
INT8 bOldBattleSnd;
INT32 iBurstSoundID;
INT8 bSlotItemTakenFrom;
UINT16 ubAutoBandagingMedic;
SoldierID ubAutoBandagingMedic;
SoldierID ubRobotRemoteHolderID;
UINT32 uiTimeOfLastContractUpdate;
INT8 bTypeOfLastContract;
@@ -1808,7 +1808,7 @@ public:
BOOLEAN CheckSoldierHitRoof( void );
BOOLEAN CheckForBreathCollapse( void );
BOOLEAN PlayerSoldierStartTalking( UINT16 ubTargetID, BOOLEAN fValidate );
BOOLEAN PlayerSoldierStartTalking( SoldierID ubTargetID, BOOLEAN fValidate );
BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
BOOLEAN IsValidSecondHandShot( void );
BOOLEAN IsValidSecondHandBurst( void );
@@ -1859,10 +1859,10 @@ public:
BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
// does soldier ubObserverID recognize us as his enemy?
BOOLEAN SeemsLegit( UINT16 ubObserverID );
BOOLEAN SeemsLegit( SoldierID ubObserverID );
// do we recognize someone else as a combatant?
BOOLEAN RecognizeAsCombatant(UINT16 ubTargetID);
BOOLEAN RecognizeAsCombatant(SoldierID ubTargetID);
// loose covert property
void LooseDisguise( void );
@@ -2053,12 +2053,12 @@ public:
// Flugente: drag people
BOOLEAN CanDragInPrinciple(BOOLEAN fCheckStance = FALSE);
BOOLEAN CanDragPerson(UINT16 usID, BOOLEAN fCheckStance = FALSE);
BOOLEAN CanDragPerson(SoldierID usID, BOOLEAN fCheckStance = FALSE);
BOOLEAN CanDragCorpse(UINT16 usCorpseNum, BOOLEAN fCheckStance = FALSE);
BOOLEAN CanDragStructure(INT32 sGridNo, BOOLEAN fCheckStance = FALSE);
BOOLEAN IsDragging(bool aStopIfConditionNotSatisfied = true);
void SetDragOrderPerson( UINT16 usID );
void SetDragOrderCorpse( UINT32 usID );
void SetDragOrderPerson( SoldierID usID );
void SetDragOrderCorpse( UINT32 uiCorpseID );
void SetDragOrderStructure( INT32 sGridNo );
void CancelDrag();
@@ -2086,10 +2086,10 @@ public:
UINT8 GetThiefEvadeDetectionChance();
// Flugente: turncoats
BOOLEAN InPositionForTurncoatAttempt( UINT16 usID );
BOOLEAN InPositionForTurncoatAttempt( SoldierID usID );
UINT8 GetTurncoatConvinctionChance( SoldierID usID, INT16 usApproach );
void AttemptToCreateTurncoat( UINT16 usID );
BOOLEAN OrderTurnCoatToSwitchSides( UINT16 usID );
void AttemptToCreateTurncoat( SoldierID usID );
BOOLEAN OrderTurnCoatToSwitchSides( SoldierID usID );
void OrderAllTurnCoatToSwitchSides();
// Flugente: exploration assignment
+9 -9
View File
@@ -102,9 +102,9 @@ UINT16 gubOutOfTurnPersons = 0;
#define REMOVE_LATEST_INTERRUPT_GUY() (DeleteFromIntList( (gubOutOfTurnPersons), TRUE ))
#define INTERRUPTS_OVER (gubOutOfTurnPersons == 1)
INT16 InterruptOnlyGuynum = NOBODY;
BOOLEAN InterruptsAllowed = TRUE;
BOOLEAN gfHiddenInterrupt = FALSE;
SoldierID InterruptOnlyGuynum = NOBODY;
BOOLEAN InterruptsAllowed = TRUE;
BOOLEAN gfHiddenInterrupt = FALSE;
UINT8 gubLastInterruptedGuy = 0;
extern UINT16 gsWhoThrewRock;
@@ -1797,7 +1797,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponen
}
INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN fUseWatchSpots )
INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, SoldierID ubOpponentID, BOOLEAN fUseWatchSpots )
{
INT32 iPoints;
INT8 bLightLevel;
@@ -1853,7 +1853,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
if (fUseWatchSpots && !(pSoldier->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS))
{
// if this is a previously noted spot of enemies, give bonus points!
iPoints += GetWatchedLocPoints( pSoldier->ubID, MercPtrs[ ubOpponentID ]->sGridNo, MercPtrs[ ubOpponentID ]->pathing.bLevel );
iPoints += GetWatchedLocPoints( pSoldier->ubID, ubOpponentID->sGridNo, ubOpponentID->pathing.bLevel );
}
// LOSE one point for each 2 additional opponents he currently sees, above 2
@@ -1882,7 +1882,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
// if soldier is still in shock from recent injuries, that penalizes him
iPoints -= pSoldier->aiData.bShock;
ubDistance = (UINT8) PythSpacesAway( pSoldier->sGridNo, MercPtrs[ ubOpponentID ]->sGridNo );
ubDistance = (UINT8) PythSpacesAway( pSoldier->sGridNo, ubOpponentID->sGridNo );
// if we are in combat mode - thus doing an interrupt rather than determine who gets first turn -
// then give bonus
@@ -1951,7 +1951,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
INT16 range = PythSpacesAway( pSoldier->sFocusGridNo, pSoldier->sGridNo );
INT16 radius = gSkillTraitValues.ubSNFocusRadius * range / 20;
INT16 range_opponent = PythSpacesAway( pSoldier->sFocusGridNo, MercPtrs[ubOpponentID]->sGridNo );
INT16 range_opponent = PythSpacesAway( pSoldier->sFocusGridNo, ubOpponentID->sGridNo );
if ( range_opponent <= radius )
iPoints += gSkillTraitValues.sSNFocusInterruptBonus;
@@ -2034,7 +2034,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
#endif
if(is_networked)
{
SOLDIERTYPE *pOpp = &Menptr[ubOpponentID];
SOLDIERTYPE *pOpp = ubOpponentID;
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_MPSYSTEM, L"Interrupt: '%s' vs '%s' = %d points.",pSoldier->name,pOpp->name, iPoints );
#endif
@@ -2448,7 +2448,7 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
default: // interrupt is possible, run a duel
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, "Calculating int duel pts for onlooker in ResolveInterruptsVs" );
pSoldier->aiData.bInterruptDuelPts = CalcInterruptDuelPts(pSoldier,pOpponent->ubID,TRUE);
pSoldier->aiData.bInterruptDuelPts = CalcInterruptDuelPts(pSoldier, pOpponent->ubID, TRUE);
fIntOccurs = InterruptDuel(pOpponent,pSoldier);
#ifdef DEBUG_INTERRUPTS
if (fIntOccurs)
+2 -2
View File
@@ -11,7 +11,7 @@ extern BOOLEAN gfHiddenTurnbased;
#define INTERRUPT_QUEUED (gubOutOfTurnPersons > 0)
extern BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, INT8 bOldOppList);
extern INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN fUseWatchSpots );
extern INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, SoldierID ubOpponentID, BOOLEAN fUseWatchSpots );
extern void EndAITurn( void );
extern void DisplayHiddenInterrupt( SOLDIERTYPE * pSoldier );
extern BOOLEAN InterruptDuel( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent);
@@ -30,4 +30,4 @@ void EndTurnEvents( void );
BOOLEAN NPCFirstDraw( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier );
#endif
#endif
+13 -13
View File
@@ -5478,23 +5478,23 @@ BOOLEAN DoSpecialEffectAmmoMiss( UINT16 ubAttackerID, UINT16 usWeaponIndex, INT3
}
void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, UINT16 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation )
void WeaponHit( SoldierID usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, SoldierID ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation )
{
SOLDIERTYPE* pTargetSoldier = NULL;
SOLDIERTYPE* pSoldier = NULL;
OBJECTTYPE* pObj = NULL;
OBJECTTYPE* pObj = NULL;
// Get attacker
if ( ubAttackerID != NOBODY )
{
pSoldier = MercPtrs[ ubAttackerID ];
pSoldier = ubAttackerID;
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] );
}
// Get Target
pTargetSoldier = MercPtrs[ usSoldierID ];
pTargetSoldier = usSoldierID;
MakeNoise( ubAttackerID, pTargetSoldier->sGridNo, pTargetSoldier->pathing.bLevel, gpWorldLevelData[pTargetSoldier->sGridNo].ubTerrainID, Weapon[ usWeaponIndex ].ubHitVolume, NOISE_BULLET_IMPACT );
@@ -5589,12 +5589,12 @@ void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 s
}
void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT16 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, SoldierID ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
{
BOOLEAN fDoMissForGun = FALSE;
ANITILE *pNode;
INT32 sGridNo;
INT8 bLevel;
INT8 bLevel;
ANITILE_PARAMS AniParams;
UINT16 usMissTileIndex, usMissTileType;
STRUCTURE *pStructure = NULL;
@@ -5610,9 +5610,9 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
// Flugente: check for underbarrel weapons and use that object if necessary
if ( ubAttackerID != NOBODY )
{
pObj = MercPtrs[ ubAttackerID ]->GetUsedWeapon( &MercPtrs [ ubAttackerID ]->inv[MercPtrs[ubAttackerID]->ubAttackingHand] );
pObj = ubAttackerID->GetUsedWeapon( &ubAttackerID->inv[ubAttackerID->ubAttackingHand] );
pAttacker = MercPtrs[ ubAttackerID ];
pAttacker = ubAttackerID;
}
// HEADROCK HAM 5: Define differently for fragments
@@ -5676,7 +5676,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
// Get attacker
if ( ubAttackerID != NOBODY )
pSoldier = MercPtrs[ ubAttackerID ];
pSoldier = ubAttackerID;
UINT8 usDirection = DIRECTION_IRRELEVANT;
if ( pSoldier )
@@ -5777,13 +5777,13 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
case MGCLASS:
// Guy has missed, play random sound
if ( ubAttackerID != NOBODY && MercPtrs[ ubAttackerID ]->bTeam == gbPlayerNum )
if ( ubAttackerID != NOBODY && ubAttackerID->bTeam == gbPlayerNum )
{
if ( !MercPtrs[ ubAttackerID ]->bDoBurst )
if ( !ubAttackerID->bDoBurst )
{
if ( Random( 40 ) == 0 )
{
MercPtrs[ ubAttackerID ]->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ubAttackerID->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
}
}
@@ -6046,7 +6046,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
// ATE: Show misses...( if our team )
if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] )
{
if ( ubAttackerID != NOBODY && MercPtrs[ ubAttackerID ]->bTeam == gbPlayerNum )
if ( ubAttackerID != NOBODY && ubAttackerID->bTeam == gbPlayerNum )
{
LocateGridNo( sGridNo );
}
+2 -2
View File
@@ -454,8 +454,8 @@ extern INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier );
// Flugente: fire resistance
INT16 ArmourVersusFirePercent( SOLDIERTYPE * pSoldier );
extern BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
extern void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, UINT16 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation );
extern void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT16 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped );
extern void WeaponHit( SoldierID usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, SoldierID ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation );
extern void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, SoldierID ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped );
extern void WindowHit( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce );
// HEADROCK HAM 5.1: Moved to Bullets.h
extern BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo );
+1 -1
View File
@@ -170,7 +170,7 @@ typedef struct
BOOLEAN fOldShowHighlight;
INT8 bOldAssignment;
INT8 ubOldServiceCount;
UINT8 ubOldServicePartner;
SoldierID ubOldServicePartner;
BOOLEAN fOldShowMoveHilight;
UINT16 sMouthFrame;
+3 -3
View File
@@ -214,7 +214,7 @@ void RecountObjectSlots(void)
}
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject )
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject )
{
INT32 iObjectIndex;
FLOAT mass;
@@ -258,7 +258,7 @@ INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, r
pObject->Position.z = zPos;
pObject->fVisible = TRUE;
pObject->fTestObject = fTestObject;
pObject->ubOwner = ubOwner;
pObject->ubOwner = ubOwner;
pObject->ubActionCode = ubActionCode;
pObject->uiActionData = uiActionData;
pObject->fDropItem = TRUE;
@@ -546,7 +546,7 @@ BOOLEAN PhysicsUpdateLife( REAL_OBJECT *pObject, real DeltaTime )
{
SOLDIERTYPE *pSoldier;
pSoldier = MercPtrs[ pObject->ubLastTargetTakenDamage ];
pSoldier = pObject->ubLastTargetTakenDamage;
bLevel = pSoldier->pathing.bLevel;
}
+3 -3
View File
@@ -118,8 +118,8 @@ public:
FLOAT dLifeSpan;
BOOLEAN fFirstTimeMoved;
INT32 sFirstGridNo;
UINT16 ubOwner;
UINT8 ubActionCode;
SoldierID ubOwner;
UINT8 ubActionCode;
UINT32 uiActionData;
BOOLEAN fDropItem;
UINT32 uiNumTilesMoved;
@@ -153,7 +153,7 @@ extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
// OBJECT LIST STUFF
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
BOOLEAN RemoveObjectSlot( INT32 iObject );
void RemoveAllPhysicsObjects( );
// OJW - 20091002 - mp explosives
+1 -1
View File
@@ -3750,7 +3750,7 @@ BOOLEAN IsRoofVisible2( INT32 sMapPos )
}
UINT16 WhoIsThere2( INT32 sGridNo, INT8 bLevel )
SoldierID WhoIsThere2( INT32 sGridNo, INT8 bLevel )
{
STRUCTURE * pStructure;
+2 -2
View File
@@ -128,7 +128,7 @@ BOOLEAN RemoveShadowFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode );
BOOLEAN AddMercToHead( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo );
BOOLEAN RemoveMerc( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder );
UINT16 WhoIsThere2( INT32 sGridNo, INT8 bLevel );
SoldierID WhoIsThere2( INT32 sGridNo, INT8 bLevel );
BOOLEAN AddMercStructureInfo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
BOOLEAN AddMercStructureInfoFromAnimSurface( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState );
BOOLEAN UpdateMercStructureInfo( SOLDIERTYPE *pSoldier );
@@ -179,4 +179,4 @@ BOOLEAN IsLegionLevel( INT32 sGridNo );
BOOLEAN FindStruct(INT32 sSpot, INT8 bLevel, UINT16 usIndex);
BOOLEAN FindStructFlag(INT32 sSpot, INT8 bLevel, UINT32 uiFlag);
#endif
#endif