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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Convert to SoldierID
This commit is contained in:
+25
-27
@@ -1508,12 +1508,10 @@ BOOLEAN ExecuteOverhead( )
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}
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else // otherwise determine our target position
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{
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SOLDIERTYPE *pTarget;
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UINT16 usSoldierIndex;
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usSoldierIndex = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel );
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SoldierID usSoldierIndex = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel );
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if ( usSoldierIndex != NOBODY )
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{
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pTarget = MercPtrs[ usSoldierIndex ];
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SOLDIERTYPE* pTarget = usSoldierIndex;
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// we always need to crouch to prone target
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if ( gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_PRONE )
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@@ -3659,8 +3657,8 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
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{
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if ( pSoldier->ubAutoBandagingMedic != NOBODY )
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{
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DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
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CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
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DebugAI(AI_MSG_INFO, pSoldier->ubAutoBandagingMedic, String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
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CancelAIAction( pSoldier->ubAutoBandagingMedic, TRUE );
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}
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}
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@@ -5087,7 +5085,7 @@ extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel
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// NB if making changes don't forget to update NewOKDestinationAndDirection
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BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel )
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{
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UINT16 bPerson;
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SoldierID bPerson;
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STRUCTURE *pStructure;
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INT16 sDesiredLevel;
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BOOLEAN fOKCheckStruct;
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@@ -5112,7 +5110,7 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
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{
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if ( pCurrSoldier->bTeam == gbPlayerNum )
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{
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if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
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if ( ( bPerson->bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
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return( FALSE ); // if someone there it's NOT OK
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}
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else
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@@ -5234,7 +5232,7 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
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// NB if making changes don't forget to update NewOKDestination
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INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
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{
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UINT16 bPerson;
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SoldierID bPerson;
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STRUCTURE *pStructure;
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INT16 sDesiredLevel;
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BOOLEAN fOKCheckStruct;
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@@ -5247,7 +5245,7 @@ INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, I
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{
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if ( pCurrSoldier->bTeam == gbPlayerNum )
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{
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if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
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if ( ( bPerson->bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
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return( FALSE ); // if someone there it's NOT OK
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}
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else
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@@ -5845,7 +5843,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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UINT8 ubWallOrientation;
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BOOLEAN fCheckGivenGridNo = TRUE;
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UINT8 ubTestDirection;
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UINT16 ubWhoIsThere;
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SoldierID ubWhoIsThere;
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// CHECK IF WE WANT TO FORCE GRIDNO TO PERSON
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if ( psAdjustedGridNo != NULL )
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@@ -6151,7 +6149,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection )
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{
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INT32 sSpot;
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UINT16 ubGuyThere;
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SoldierID ubGuyThere;
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for ( UINT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt )
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{
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@@ -6221,13 +6219,13 @@ BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos )
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void HandleTeamServices( UINT8 ubTeamNum )
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{
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier, *pTargetSoldier;
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UINT32 uiPointsUsed;
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UINT16 usSoldierIndex;
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UINT16 usKitPts;
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INT8 bSlot;
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BOOLEAN fDone;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier, *pTargetSoldier;
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UINT32 uiPointsUsed;
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SoldierID usSoldierIndex;
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UINT16 usKitPts;
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INT8 bSlot;
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BOOLEAN fDone;
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// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
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cnt = gTacticalStatus.Team[ ubTeamNum ].bFirstID;
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@@ -6246,7 +6244,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
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usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
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if ( usSoldierIndex != NOBODY )
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{
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pTargetSoldier = MercPtrs[ usSoldierIndex ];
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pTargetSoldier = usSoldierIndex;
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if ( pTargetSoldier->ubServiceCount )
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{
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@@ -6313,11 +6311,11 @@ void HandleTeamServices( UINT8 ubTeamNum )
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void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
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{
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SOLDIERTYPE *pTargetSoldier;
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UINT32 uiPointsUsed;
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UINT16 usSoldierIndex;
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UINT16 usKitPts;
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INT8 bSlot;
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BOOLEAN fDone = FALSE;
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UINT32 uiPointsUsed;
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SoldierID usSoldierIndex;
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UINT16 usKitPts;
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INT8 bSlot;
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BOOLEAN fDone = FALSE;
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if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
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{
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@@ -6330,7 +6328,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
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if ( usSoldierIndex != NOBODY )
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{
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pTargetSoldier = MercPtrs[ usSoldierIndex ];
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pTargetSoldier = usSoldierIndex;
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if ( pTargetSoldier->ubServiceCount )
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{
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@@ -11384,7 +11382,7 @@ void CheckChatPartners()
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{
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pSoldier = MercPtrs[ubLoop];
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if ( pSoldier && pSoldier->bVisible && pSoldier->usChatPartnerID != NOBODY && MercPtrs[pSoldier->usChatPartnerID]->bVisible )
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if ( pSoldier && pSoldier->bVisible && pSoldier->usChatPartnerID != NOBODY && pSoldier->usChatPartnerID->bVisible )
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{
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INT16 sScreenX, sScreenY;
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@@ -1254,13 +1254,10 @@ void FreeUpNPCFromPendingAction( SOLDIERTYPE *pSoldier )
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}
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}
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void FreeUpNPCFromAttacking(UINT16 ubID)
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void FreeUpNPCFromAttacking(SoldierID ubID)
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{
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SOLDIERTYPE *pSoldier;
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pSoldier = MercPtrs[ubID];
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ActionDone(pSoldier);
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pSoldier->pathing.bNeedToLook = TRUE;
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ActionDone(ubID);
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ubID->pathing.bNeedToLook = TRUE;
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}
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void FreeUpNPCFromLoweringGun( SOLDIERTYPE *pSoldier )
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+1
-1
@@ -220,7 +220,7 @@ BOOLEAN FindRoofClimbingPoints( SOLDIERTYPE * pSoldier, INT16 sDesiredSpot );
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INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier);
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INT32 FindSweetCoverSpot(SOLDIERTYPE *pSoldier);
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void FreeUpNPCFromAttacking(UINT16 ubID);
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void FreeUpNPCFromAttacking(SoldierID ubID);
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void FreeUpNPCFromPendingAction( SOLDIERTYPE * pSoldier );
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void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook);
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void FreeUpNPCFromStanceChange(SOLDIERTYPE *pSoldier );
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