Convert to SoldierID

This commit is contained in:
Asdow
2024-11-17 21:09:13 +02:00
parent b9641d4c90
commit b6e8b0c5ff
5 changed files with 12 additions and 12 deletions
+4 -4
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@@ -24132,8 +24132,8 @@ void SetSoldierPersonalLightLevel( SOLDIERTYPE *pSoldier )
void BeginSoldierClimbWallUp( SOLDIERTYPE *pSoldier )
{
INT8 bNewDirection;
UINT16 ubWhoIsThere;
INT8 bNewDirection;
SoldierID ubWhoIsThere;
if ( FindLowerLevelWall( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection, &bNewDirection ) && (pSoldier->pathing.bLevel > 0) )
{
@@ -25356,10 +25356,10 @@ UINT16 GridNoSpotterCTHBonus( SOLDIERTYPE* pSniper, INT32 sGridNo, INT8 bTeam )
{
BOOLEAN targetseen = FALSE;
UINT16 usID = WhoIsThere2( sGridNo, pSniper->bTargetLevel );
SoldierID usID = WhoIsThere2( sGridNo, pSniper->bTargetLevel );
// is someone is at the sGridNo, check wether the spotter can see any part of him check wether head can be seen)
if ( usID != NOBODY && SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[usID], 0, NO_DISTANCE_LIMIT, AIM_SHOT_HEAD ) > 0 )
if ( usID != NOBODY && SoldierToSoldierLineOfSightTest( pSoldier, usID, 0, NO_DISTANCE_LIMIT, AIM_SHOT_HEAD ) > 0 )
targetseen = TRUE;
// otherwise check wether we can see the ground floor
else if ( SoldierToVirtualSoldierLineOfSightTest( pSoldier, sGridNo, pSniper->pathing.bLevel, ANIM_PRONE, FALSE, NO_DISTANCE_LIMIT ) > 0 )
+1 -1
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@@ -12144,7 +12144,7 @@ FLOAT CalcNewChanceToHitAimTraitBonus(SOLDIERTYPE *pSoldier, FLOAT fAimCap, FLOA
extern BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo );
// Flugente: fire item from A to B (intended for mortarshells and launchable grenades)
BOOLEAN ArtilleryStrike( UINT16 usItem, UINT16 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
BOOLEAN ArtilleryStrike( UINT16 usItem, SoldierID ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
{
FLOAT dForce, dDegrees;
INT16 sDestX, sDestY, sSrcX, sSrcY;
+1 -1
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@@ -536,7 +536,7 @@ FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj );
FLOAT GetOverheatDamageThresholdModifier( OBJECTTYPE *pObj );
FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj );
BOOLEAN ArtilleryStrike( UINT16 usItem, UINT16 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos );
BOOLEAN ArtilleryStrike( UINT16 usItem, SoldierID ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos );
// Flugente: functions for using several barrels at once
UINT8 GetNextBarrelMode( UINT16 usItem, UINT8 aBarrelMode );
+2 -2
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@@ -537,7 +537,7 @@ void ResetLightEffects()
}
// Flugente: create and destroy light sources tied to a person
void CreatePersonalLight( INT32 sGridNo, UINT16 ubID )
void CreatePersonalLight( INT32 sGridNo, SoldierID ubID )
{
INT32 iLightIndex = NewLightEffectInternal( sGridNo, 0, 1 );
@@ -548,7 +548,7 @@ void CreatePersonalLight( INT32 sGridNo, UINT16 ubID )
}
}
void RemovePersonalLights( UINT16 ubID )
void RemovePersonalLights( SoldierID ubID )
{
LIGHTEFFECT *pLight;
+4 -4
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@@ -25,7 +25,7 @@ typedef struct
// Flugente: added variables necessary for dynamic (flash-)lighting
INT32 flags;
UINT16 ubOwner;
SoldierID ubOwner;
} LIGHTEFFECT;
@@ -55,7 +55,7 @@ void ResetLightEffects();
BOOLEAN IsLightEffectAtTile( INT32 sGridNo );
// Flugente: create and destroy light sources tied to a person
void CreatePersonalLight( INT32 sGridNo, UINT16 ubID );
void RemovePersonalLights( UINT16 ubID );
void CreatePersonalLight( INT32 sGridNo, SoldierID ubID );
void RemovePersonalLights(SoldierID ubID );
#endif
#endif