mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Convert to SoldierID
This commit is contained in:
@@ -4855,7 +4855,7 @@ void SetOffBombsByFrequency( SoldierID ubID, INT8 bFrequency )
|
||||
}
|
||||
}
|
||||
|
||||
void SetOffPanicBombs( UINT16 ubID, INT8 bPanicTrigger )
|
||||
void SetOffPanicBombs( SoldierID ubID, INT8 bPanicTrigger )
|
||||
{
|
||||
// need to turn off gridnos & flags in gTacticalStatus
|
||||
gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] = NOWHERE;
|
||||
|
||||
@@ -109,7 +109,7 @@ void DecayBombTimers( void );
|
||||
void SetOffBombsByFrequency( SoldierID ubID, INT8 bFrequency );
|
||||
BOOLEAN SetOffBombsInGridNo( SoldierID ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
|
||||
void ActivateSwitchInGridNo( SoldierID ubID, INT32 sGridNo );
|
||||
void SetOffPanicBombs( UINT16 ubID, INT8 bPanicTrigger );
|
||||
void SetOffPanicBombs( SoldierID ubID, INT8 bPanicTrigger );
|
||||
|
||||
void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame );
|
||||
void RemoveExplosionData( INT32 iIndex );
|
||||
|
||||
@@ -348,7 +348,7 @@ INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwne
|
||||
// OJW - 20091027 - Synchronizing smoke effect start for multiplayer
|
||||
if (is_networked && is_client)
|
||||
{
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
|
||||
SOLDIERTYPE* pSoldier = ubOwner;
|
||||
if (pSoldier != NULL)
|
||||
{
|
||||
if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
|
||||
|
||||
@@ -28,16 +28,16 @@ typedef struct TAG_SMOKE_EFFECT
|
||||
|
||||
UINT8 ubDuration; // the number of turns gas will remain effective
|
||||
UINT8 ubRadius; // the current radius of the cloud in map tiles
|
||||
UINT8 bFlags; // 0 - outdoors (fast spread), 1 - indoors (slow)
|
||||
UINT8 bFlags; // 0 - outdoors (fast spread), 1 - indoors (slow)
|
||||
UINT8 bAge; // the number of turns gas has been around
|
||||
BOOLEAN fAllocated;
|
||||
INT8 bType;
|
||||
UINT16 usItem;
|
||||
UINT16 ubOwner;
|
||||
UINT8 ubGeneration;
|
||||
UINT32 uiTimeOfLastUpdate;
|
||||
INT8 iMPTeamIndex;
|
||||
INT32 iMPSmokeEffectID;
|
||||
BOOLEAN fAllocated;
|
||||
INT8 bType;
|
||||
UINT16 usItem;
|
||||
SoldierID ubOwner;
|
||||
UINT8 ubGeneration;
|
||||
UINT32 uiTimeOfLastUpdate;
|
||||
INT8 iMPTeamIndex;
|
||||
INT32 iMPSmokeEffectID;
|
||||
} SMOKEEFFECT;
|
||||
|
||||
extern SMOKEEFFECT gSmokeEffectData[ NUM_SMOKE_EFFECT_SLOTS ];
|
||||
|
||||
@@ -768,7 +768,7 @@ void HandleOverheadUI(void)
|
||||
{
|
||||
INT32 sMousePos = 0;
|
||||
InputAtom InputEvent;
|
||||
UINT16 ubID;
|
||||
SoldierID ubID;
|
||||
|
||||
// CHECK FOR MOUSE OVER REGIONS...
|
||||
if(GetOverheadMouseGridNo(&sMousePos))
|
||||
|
||||
@@ -2734,7 +2734,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
|
||||
(*pObj)[0]->data.misc.bDelay = 1;
|
||||
|
||||
// for non-player grenades, add turn so player could disarm grenade or run away
|
||||
if ( pObject->ubOwner != NOBODY && MercPtrs[pObject->ubOwner]->bTeam != gbPlayerNum )
|
||||
if ( pObject->ubOwner != NOBODY && pObject->ubOwner->bTeam != gbPlayerNum )
|
||||
{
|
||||
(*pObj)[0]->data.misc.bDelay++;
|
||||
}
|
||||
@@ -2762,7 +2762,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
|
||||
|
||||
if ( pObject->ubOwner != NOBODY && !fGoodStatus )
|
||||
{
|
||||
MercPtrs[ pObject->ubOwner ]->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
|
||||
pObject->ubOwner->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+2
-2
@@ -207,7 +207,7 @@ void RemoveAllPits()
|
||||
void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 sRadius )
|
||||
{
|
||||
INT32 x, y, sNewGridNo;
|
||||
UINT16 ubID;
|
||||
SoldierID ubID;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
|
||||
@@ -227,7 +227,7 @@ void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 s
|
||||
{
|
||||
// OK, make guy fall...
|
||||
// Set data to look for exit grid....
|
||||
pSoldier = MercPtrs[ ubID ];
|
||||
pSoldier = ubID;
|
||||
|
||||
pSoldier->aiData.uiPendingActionData4 = sNewGridNo;
|
||||
|
||||
|
||||
@@ -1915,9 +1915,9 @@ INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, IN
|
||||
gpWorldLevelData[ tmpgridno ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
|
||||
|
||||
// handle structure revenge - damage to vehicle - to be resolved after movement
|
||||
if ( ubOwner != NOBODY && MercPtrs[ubOwner] && !ARMED_VEHICLE( MercPtrs[ubOwner] ) )
|
||||
if ( ubOwner != NOBODY && !ARMED_VEHICLE( ubOwner ) )
|
||||
{
|
||||
MercPtrs[ubOwner]->SoldierTakeDelayedDamage(0, Random(max(0,(ubBaseArmour-10)/5)) + max(0,(ubBaseArmour-10)/5), 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, MercPtrs[ ubOwner ]->sGridNo, 0, TRUE);
|
||||
ubOwner->SoldierTakeDelayedDamage(0, Random(max(0,(ubBaseArmour-10)/5)) + max(0,(ubBaseArmour-10)/5), 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, ubOwner->sGridNo, 0, TRUE);
|
||||
}
|
||||
|
||||
// recompile = TRUE means that we destroyed something
|
||||
|
||||
Reference in New Issue
Block a user