Fix UINT8 references to pSoldier->ubID to UINT16

This commit is contained in:
Asdow
2023-07-27 21:29:37 +03:00
parent 9fb4ef8607
commit 9ac53cac32
5 changed files with 15 additions and 15 deletions
+2 -2
View File
@@ -1355,7 +1355,7 @@ BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier )
}
void StartInsuranceInvestigation( UINT8 ubPayoutID )
void StartInsuranceInvestigation( UINT16 ubPayoutID )
{
UINT8 ubDays;
@@ -1408,7 +1408,7 @@ void StartInsuranceInvestigation( UINT8 ubPayoutID )
}
void EndInsuranceInvestigation( UINT8 ubPayoutID )
void EndInsuranceInvestigation( UINT16 ubPayoutID )
{
// send an email telling player the investigation is over
if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
+3 -3
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@@ -19,8 +19,8 @@ void DailyUpdateOfInsuredMercs();
BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier );
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID );
void StartInsuranceInvestigation( UINT8 ubPayoutID );
void EndInsuranceInvestigation( UINT8 ubPayoutID );
void StartInsuranceInvestigation( UINT16 ubPayoutID );
void EndInsuranceInvestigation( UINT16 ubPayoutID );
INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID );
@@ -28,4 +28,4 @@ void InsuranceContractEndGameShutDown();
void PurchaseOrExtendInsuranceForSoldier( SOLDIERTYPE *pSoldier, UINT32 uiInsuranceLength );
#endif
#endif
+2 -2
View File
@@ -392,10 +392,10 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
HandleEnricoEmail();
break;
case EVENT_INSURANCE_INVESTIGATION_STARTED:
StartInsuranceInvestigation( (UINT8) pEvent->uiParam );
StartInsuranceInvestigation( (UINT16) pEvent->uiParam );
break;
case EVENT_INSURANCE_INVESTIGATION_OVER:
EndInsuranceInvestigation( (UINT8) pEvent->uiParam );
EndInsuranceInvestigation( (UINT16) pEvent->uiParam );
break;
case EVENT_TEMPERATURE_UPDATE:
UpdateTemperature( (UINT8) pEvent->uiParam );
+7 -7
View File
@@ -2178,7 +2178,7 @@ BOOLEAN SetupMissionAgentBox(UINT16 x, UINT16 y, INT8 index)
// temp/fixme
std::vector<SOLDIERTYPE*> mercs;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
@@ -2823,7 +2823,7 @@ void PrepareMission(INT8 index)
// confirmation popup
std::vector<SOLDIERTYPE*> mercs;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
@@ -2988,7 +2988,7 @@ void PrepareMission(INT8 index)
if (!evt.sentGenericRebelAgent)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt.mercProfileId)
@@ -4907,7 +4907,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
// make sure the merc's still on our team
BOOLEAN foundMerc = FALSE;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* pSoldier = MercPtrs[i];
@@ -4978,7 +4978,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
if (!evt1.sentGenericRebelAgent)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId)
@@ -5005,7 +5005,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
{
if (!evt1.sentGenericRebelAgent && foundMerc)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId)
@@ -5027,7 +5027,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
if (!evt1.sentGenericRebelAgent && foundMerc)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId)
+1 -1
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@@ -2075,7 +2075,7 @@ bool AStarPathfinder::IsSomeoneInTheWay()
if (fPathAroundPeople && ( (CurrentNode != DestNode) || fCopyReachable) )
{
// ATE: ONLY cancel if they are moving.....
UINT8 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel);
UINT16 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel);
if ( ubMerc < NOBODY && ubMerc != pSoldier->ubID )
{
// Check for movement....