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
+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