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
+1 -1
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@@ -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;
+1 -1
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@@ -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 );
+1 -1
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@@ -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))
+9 -9
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@@ -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 ];
+1 -1
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@@ -768,7 +768,7 @@ void HandleOverheadUI(void)
{
INT32 sMousePos = 0;
InputAtom InputEvent;
UINT16 ubID;
SoldierID ubID;
// CHECK FOR MOUSE OVER REGIONS...
if(GetOverheadMouseGridNo(&sMousePos))
+2 -2
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@@ -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
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@@ -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;
+2 -2
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@@ -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