Convert to SoldierID

This commit is contained in:
Asdow
2024-11-17 23:45:48 +02:00
parent d149b6ffea
commit b74ccf3ddc
45 changed files with 376 additions and 375 deletions
+59 -59
View File
@@ -788,65 +788,65 @@ public:
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
public:
// AI STUFF from before the changes to the memory structure
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
INT8 bLastAction;
INT8 bAction;
INT32 usActionData;
INT8 bNextAction;
INT32 usNextActionData;
INT8 bActionInProgress;
INT8 bAlertStatus;
INT8 bOppCnt;
INT8 bNeutral;
INT8 bNewSituation;
INT8 bNextTargetLevel;
INT8 bOrders;
INT8 bAttitude;
INT8 bUnderFire;
INT8 bShock;
INT8 bUnderEscort;
INT8 bBypassToGreen;
UINT8 ubLastMercToRadio;
INT8 bDominantDir; // AI main direction to face...
INT8 bPatrolCnt; // number of patrol gridnos
INT8 bNextPatrolPnt; // index to next patrol gridno
INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
INT32 sNoiseGridno;
UINT8 ubNoiseVolume;
INT8 bLastAttackHit;
UINT16 ubXRayedBy;
FLOAT dHeightAdjustment;
INT8 bMorale;
INT8 bTeamMoraleMod;
INT8 bTacticalMoraleMod;
INT8 bStrategicMoraleMod;
INT8 bAIMorale;
UINT8 ubPendingAction;
UINT8 ubPendingActionAnimCount;
UINT32 uiPendingActionData1;
INT32 sPendingActionData2;
INT8 bPendingActionData3;
INT8 ubDoorHandleCode;
UINT32 uiPendingActionData4;
INT8 bInterruptDuelPts;
INT8 bPassedLastInterrupt;
INT16 bIntStartAPs; //100AP
INT8 bMoved;
INT8 bHunting;
UINT8 ubLastCall;
UINT16 ubCaller;
INT32 sCallerGridNo;
UINT8 bCallPriority;
INT8 bCallActedUpon;
INT8 bFrenzied;
INT8 bNormalSmell;
INT8 bMonsterSmell;
INT8 bMobility;
INT8 bRTPCombat;
INT8 fAIFlags;
INT16 bAimTime; //100AP
INT8 bShownAimTime;
UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
INT8 bLastAction;
INT8 bAction;
INT32 usActionData;
INT8 bNextAction;
INT32 usNextActionData;
INT8 bActionInProgress;
INT8 bAlertStatus;
INT8 bOppCnt;
INT8 bNeutral;
INT8 bNewSituation;
INT8 bNextTargetLevel;
INT8 bOrders;
INT8 bAttitude;
INT8 bUnderFire;
INT8 bShock;
INT8 bUnderEscort;
INT8 bBypassToGreen;
UINT8 ubLastMercToRadio;
INT8 bDominantDir; // AI main direction to face...
INT8 bPatrolCnt; // number of patrol gridnos
INT8 bNextPatrolPnt; // index to next patrol gridno
INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
INT32 sNoiseGridno;
UINT8 ubNoiseVolume;
INT8 bLastAttackHit;
UINT16 ubXRayedBy;
FLOAT dHeightAdjustment;
INT8 bMorale;
INT8 bTeamMoraleMod;
INT8 bTacticalMoraleMod;
INT8 bStrategicMoraleMod;
INT8 bAIMorale;
UINT8 ubPendingAction;
UINT8 ubPendingActionAnimCount;
UINT32 uiPendingActionData1;
INT32 sPendingActionData2;
INT8 bPendingActionData3;
INT8 ubDoorHandleCode;
UINT32 uiPendingActionData4;
INT8 bInterruptDuelPts;
INT8 bPassedLastInterrupt;
INT16 bIntStartAPs; //100AP
INT8 bMoved;
INT8 bHunting;
UINT8 ubLastCall;
SoldierID ubCaller;
INT32 sCallerGridNo;
UINT8 bCallPriority;
INT8 bCallActedUpon;
INT8 bFrenzied;
INT8 bNormalSmell;
INT8 bMonsterSmell;
INT8 bMobility;
INT8 bRTPCombat;
INT8 fAIFlags;
INT16 bAimTime; //100AP
INT8 bShownAimTime;
UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
};
class STRUCT_Flags//last edited at version 102