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
+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