diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index c26144e5..cbcdfcd5 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -3167,7 +3167,7 @@ UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier, BOOLEAN fConsiderDragging { if (pSoldier->usDragPersonID != NOBODY) { - SOLDIERTYPE* pOtherSoldier = MercPtrs[pSoldier->usDragPersonID]; + SOLDIERTYPE* pOtherSoldier = pSoldier->usDragPersonID; uiTotalWeight += GetTotalWeight( pOtherSoldier ); uiTotalWeight += pOtherSoldier->GetBodyWeight(); diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 35aeea8c..e9c55505 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -11529,7 +11529,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR if ( this->usDragPersonID != NOBODY ) { - SOLDIERTYPE* pSoldier = MercPtrs[this->usDragPersonID]; + SOLDIERTYPE* pSoldier = this->usDragPersonID; if ( pSoldier ) { @@ -20876,7 +20876,7 @@ void SOLDIERTYPE::CancelDrag() // if we are dragging a person, set them to the center of their gridno, otherwise their position might be off if (this->usDragPersonID != NOBODY) { - SOLDIERTYPE* pSoldier = MercPtrs[this->usDragPersonID]; + SOLDIERTYPE* pSoldier = this->usDragPersonID; if ( pSoldier && !TileIsOutOfBounds(pSoldier->sGridNo) ) { diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index e92bd051..db866046 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -1532,12 +1532,8 @@ public: // Flugente: this was the location of required variables required for the now removed poison feature. They can be used again UINT8 ubMilitiaAssists; // Flugente: stores militia assists INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x) - //INT8 bUnusedINT8_3; - UINT16 usDragPersonID; // Flugente: id of person we are dragging - - //INT16 bUnusedINT16_4; + SoldierID usDragPersonID; // Flugente: id of person we are dragging INT16 sDragCorpseID; // Flugente: id of corpse we are dragging - SoldierID usChatPartnerID; // Flugente: the id of another merc we are 'chatting' with // Flugente: new variables for extra stats