Make fewer calls to MercPtrs

This commit is contained in:
Asdow
2024-11-20 22:34:30 +02:00
parent 845d784bff
commit a50a6de1b5
+9 -5
View File
@@ -1854,12 +1854,14 @@ void RenderAutoResolve()
case BATTLE_CAPTURED:
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
SOLDIERTYPE *pSoldier = MercPtrs[i];
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
{ //Merc is active and alive, and not a vehicle or robot
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
{
// This morale event is PER INDIVIDUAL SOLDIER
HandleMoraleEvent( MercPtrs[ i ], MORALE_MERC_CAPTURED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
HandleMoraleEvent( pSoldier, MORALE_MERC_CAPTURED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
}
}
}
@@ -5959,10 +5961,12 @@ void CheckForSoldiersWhoRetreatedIntoMilitiaHeldSectors()
unsigned mercCnt = 0;
for( int i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
SOLDIERTYPE *pSoldier = MercPtrs[i];
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
{
//Merc is active and alive, and not a vehicle or robot
if ((MercPtrs[ i ]->sSectorX == sX) &&(MercPtrs[ i ]->sSectorY == sY) && (MercPtrs[ i ]->bSectorZ == 0))
if ( (pSoldier->sSectorX == sX) && (pSoldier->sSectorY == sY) && (pSoldier->bSectorZ == 0) )
{
++mercCnt;
}