diff --git a/Multiplayer/client.cpp b/Multiplayer/client.cpp index b1100d17..f540d025 100644 --- a/Multiplayer/client.cpp +++ b/Multiplayer/client.cpp @@ -3848,7 +3848,7 @@ void send_death( SOLDIERTYPE *pSoldier ) { if (pSoldier->ubPreviousAttackerID < NOBODY) nDeath.attacker_id = pSoldier->ubPreviousAttackerID; - else if (pSoldier->ubNextToPreviousAttackerID != NOBODY && pSoldier->ubNextToPreviousAttackerID != NULL) + else if (pSoldier->ubNextToPreviousAttackerID < NOBODY) nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID; } @@ -3867,8 +3867,8 @@ void send_death( SOLDIERTYPE *pSoldier ) { pAttacker = pSoldier->ubPreviousAttackerID; // check if the new attacker was also a friendly... - if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID != NULL && pSoldier->ubNextToPreviousAttackerID != NOBODY) - pAttacker=MercPtrs[ pSoldier->ubNextToPreviousAttackerID ]; + if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID < NOBODY) + pAttacker = pSoldier->ubNextToPreviousAttackerID; // if its still a friendly, use the original attacker id...for posterity // guy must snore too loudly if all his mates wanna kill him :) if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NOBODY) diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index 858263d3..cd4e1ff2 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -1504,7 +1504,7 @@ public: UINT8 ubLastDamageReason; INT32 sLastTwoLocations[2]; INT32 uiTimeSinceLastBleedGrunt; - UINT16 ubNextToPreviousAttackerID; + SoldierID ubNextToPreviousAttackerID; UINT8 bDoAutofire; INT8 numFlanks; INT32 lastFlankSpot;