Convert to SoldierID

This commit is contained in:
Asdow
2024-11-17 20:52:12 +02:00
parent f50bdf99cc
commit b9641d4c90
3 changed files with 29 additions and 34 deletions
+25 -27
View File
@@ -1508,12 +1508,10 @@ BOOLEAN ExecuteOverhead( )
}
else // otherwise determine our target position
{
SOLDIERTYPE *pTarget;
UINT16 usSoldierIndex;
usSoldierIndex = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel );
SoldierID usSoldierIndex = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTarget = MercPtrs[ usSoldierIndex ];
SOLDIERTYPE* pTarget = usSoldierIndex;
// we always need to crouch to prone target
if ( gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_PRONE )
@@ -3659,8 +3657,8 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->ubAutoBandagingMedic != NOBODY )
{
DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
DebugAI(AI_MSG_INFO, pSoldier->ubAutoBandagingMedic, String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
CancelAIAction( pSoldier->ubAutoBandagingMedic, TRUE );
}
}
@@ -5087,7 +5085,7 @@ extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel
// NB if making changes don't forget to update NewOKDestinationAndDirection
BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel )
{
UINT16 bPerson;
SoldierID bPerson;
STRUCTURE *pStructure;
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
@@ -5112,7 +5110,7 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
{
if ( pCurrSoldier->bTeam == gbPlayerNum )
{
if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
if ( ( bPerson->bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
return( FALSE ); // if someone there it's NOT OK
}
else
@@ -5234,7 +5232,7 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
// NB if making changes don't forget to update NewOKDestination
INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
{
UINT16 bPerson;
SoldierID bPerson;
STRUCTURE *pStructure;
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
@@ -5247,7 +5245,7 @@ INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, I
{
if ( pCurrSoldier->bTeam == gbPlayerNum )
{
if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
if ( ( bPerson->bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
return( FALSE ); // if someone there it's NOT OK
}
else
@@ -5845,7 +5843,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
UINT8 ubWallOrientation;
BOOLEAN fCheckGivenGridNo = TRUE;
UINT8 ubTestDirection;
UINT16 ubWhoIsThere;
SoldierID ubWhoIsThere;
// CHECK IF WE WANT TO FORCE GRIDNO TO PERSON
if ( psAdjustedGridNo != NULL )
@@ -6151,7 +6149,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection )
{
INT32 sSpot;
UINT16 ubGuyThere;
SoldierID ubGuyThere;
for ( UINT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt )
{
@@ -6221,13 +6219,13 @@ BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos )
void HandleTeamServices( UINT8 ubTeamNum )
{
INT32 cnt;
SOLDIERTYPE *pTeamSoldier, *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier, *pTargetSoldier;
UINT32 uiPointsUsed;
SoldierID usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ ubTeamNum ].bFirstID;
@@ -6246,7 +6244,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
pTargetSoldier = usSoldierIndex;
if ( pTargetSoldier->ubServiceCount )
{
@@ -6313,11 +6311,11 @@ void HandleTeamServices( UINT8 ubTeamNum )
void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
{
SOLDIERTYPE *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone = FALSE;
UINT32 uiPointsUsed;
SoldierID usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone = FALSE;
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
{
@@ -6330,7 +6328,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
if ( usSoldierIndex != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
pTargetSoldier = usSoldierIndex;
if ( pTargetSoldier->ubServiceCount )
{
@@ -11384,7 +11382,7 @@ void CheckChatPartners()
{
pSoldier = MercPtrs[ubLoop];
if ( pSoldier && pSoldier->bVisible && pSoldier->usChatPartnerID != NOBODY && MercPtrs[pSoldier->usChatPartnerID]->bVisible )
if ( pSoldier && pSoldier->bVisible && pSoldier->usChatPartnerID != NOBODY && pSoldier->usChatPartnerID->bVisible )
{
INT16 sScreenX, sScreenY;
+3 -6
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@@ -1254,13 +1254,10 @@ void FreeUpNPCFromPendingAction( SOLDIERTYPE *pSoldier )
}
}
void FreeUpNPCFromAttacking(UINT16 ubID)
void FreeUpNPCFromAttacking(SoldierID ubID)
{
SOLDIERTYPE *pSoldier;
pSoldier = MercPtrs[ubID];
ActionDone(pSoldier);
pSoldier->pathing.bNeedToLook = TRUE;
ActionDone(ubID);
ubID->pathing.bNeedToLook = TRUE;
}
void FreeUpNPCFromLoweringGun( SOLDIERTYPE *pSoldier )
+1 -1
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@@ -220,7 +220,7 @@ BOOLEAN FindRoofClimbingPoints( SOLDIERTYPE * pSoldier, INT16 sDesiredSpot );
INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier);
INT32 FindSweetCoverSpot(SOLDIERTYPE *pSoldier);
void FreeUpNPCFromAttacking(UINT16 ubID);
void FreeUpNPCFromAttacking(SoldierID ubID);
void FreeUpNPCFromPendingAction( SOLDIERTYPE * pSoldier );
void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook);
void FreeUpNPCFromStanceChange(SOLDIERTYPE *pSoldier );