Convert gusSelectedSoldier to SoldierID

This commit is contained in:
Asdow
2024-11-15 19:06:34 +02:00
parent e9c8124dc2
commit b98732daa7
30 changed files with 270 additions and 289 deletions
+17 -17
View File
@@ -202,11 +202,11 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
if ( gusSelectedSoldier != NOBODY )
{
if ( MercPtrs[ gusSelectedSoldier ]->pTempObject != NULL )
if ( gusSelectedSoldier->pTempObject != NULL )
{
return;
}
if ( MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags & SOLDIER_DRIVER )
if ( gusSelectedSoldier->flags.uiStatusFlags & SOLDIER_DRIVER )
{
pVehicle = GetSoldierStructureForVehicle( MercPtrs[ usSubjectSoldier ]->iVehicleId );
usSubjectSoldier = pVehicle->ubID;
@@ -448,8 +448,8 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
{
// Set movement mode
// OK, only change this if we are stationary!
//if ( gAnimControl[ MercPtrs[ gusSelectedSoldier ]->usAnimState ].uiFlags & ANIM_STATIONARY )
//if ( MercPtrs[ gusSelectedSoldier ]->usAnimState == WALKING )
//if ( gAnimControl[ gusSelectedSoldier->usAnimState ].uiFlags & ANIM_STATIONARY )
//if ( gusSelectedSoldier->usAnimState == WALKING )
{
MercPtrs[ usSubjectSoldier ]->flags.fUIMovementFast = TRUE;
*puiNewEvent = C_MOVE_MERC;
@@ -621,7 +621,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
//{
// if ( gusSelectedSoldier != NOBODY )
// {
// if ( !( gAnimControl[ MercPtrs[ gusSelectedSoldier ]->usAnimState ].uiFlags & ANIM_STATIONARY ) )
// if ( !( gAnimControl[ gusSelectedSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) )
// {
//gUITargetShotWaiting = TRUE;
@@ -680,7 +680,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
// OK, if we have a selected guy.. make him part too....
if ( gusSelectedSoldier != NOBODY )
{
MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
gusSelectedSoldier->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
}
}
@@ -715,7 +715,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
// OK, if we have a selected guy.. make him part too....
if ( gusSelectedSoldier != NOBODY )
{
MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
gusSelectedSoldier->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
}
gfIgnoreOnSelectedGuy = TRUE;
@@ -1017,7 +1017,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
if ( gfUICanBeginAllMoveCycle )
{
// ATE: Here, check if we can do this....
if ( !UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) )
if ( !UIOKMoveDestination( gusSelectedSoldier, usMapPos ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANT_MOVE_THERE_STR ] );
gfRTClickLeftHoldIntercepted = TRUE;
@@ -1041,7 +1041,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
{
gfBeginBurstSpreadTracking = FALSE;
gfRTClickLeftHoldIntercepted = TRUE;
MercPtrs[ gusSelectedSoldier ]->flags.fDoSpread = FALSE;
gusSelectedSoldier->flags.fDoSpread = FALSE;
fClickHoldIntercepted = TRUE;
*puiNewEvent = A_END_ACTION;
gCurrentUIMode = MOVE_MODE;
@@ -1234,7 +1234,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
case MOVE_MODE:
case TALKCURSOR_MODE:
// anv: don't switch if passengers are blocked from attacking
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
{
SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
@@ -2032,13 +2032,13 @@ void HandleMouseRTWheel( void )
if ( _KeyDown( ALT ) )
{
if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
GotoLowerStance(MercPtrs[ gusSelectedSoldier ]);
GotoLowerStance(gusSelectedSoldier);
return;
}
if ( gusSelectedSoldier != NOBODY )
{ //Select prev merc
bID = FindPrevActiveAndAliveMerc( MercPtrs[ gusSelectedSoldier ], TRUE, TRUE );
bID = FindPrevActiveAndAliveMerc( gusSelectedSoldier, TRUE, TRUE );
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
// Center to guy....
LocateSoldier( gusSelectedSoldier, SETLOCATOR );
@@ -2050,14 +2050,14 @@ void HandleMouseRTWheel( void )
if ( _KeyDown( ALT ) )
{
if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
GotoHeigherStance( MercPtrs[ gusSelectedSoldier ] );
GotoHeigherStance( gusSelectedSoldier );
return;
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"wheel %d", gViewportRegion.WheelState);
if ( gusSelectedSoldier != NOBODY )
{ //Select next merc
bID = FindNextMercInTeamPanel( MercPtrs[ gusSelectedSoldier ], FALSE, FALSE );
bID = FindNextMercInTeamPanel( gusSelectedSoldier, FALSE, FALSE );
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
// Center to guy....
LocateSoldier( gusSelectedSoldier, SETLOCATOR );
@@ -2073,7 +2073,7 @@ void HandleMouseRTMButton( UINT32 *puiNewEvent )
// toggle fire mode
if ( ( gpItemPointer == NULL ) && ( gusSelectedSoldier != NOBODY ) &&
( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ BURSTMODE_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
ChangeWeaponMode( gusSelectedSoldier );
}
else
*puiNewEvent = LC_LOOK;
@@ -2140,7 +2140,7 @@ void HandleMouseRTX1Button( UINT32 *puiNewEvent )
void HandleMouseRTX2Button( UINT32 *puiNewEvent )
{
if ( _KeyDown( ALT ) )
AutoReload( MercPtrs[ gusSelectedSoldier ] );
AutoReload( gusSelectedSoldier );
else
// Toggle squad's stealth mode.....
// For each guy on squad...
@@ -2252,7 +2252,7 @@ void HandleRTToggleFireMode( void )
// toggle fire mode
if ( ( gpItemPointer == NULL ) && ( gusSelectedSoldier != NOBODY ) &&
( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ BURSTMODE_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
ChangeWeaponMode( gusSelectedSoldier );
}
void HandleRTLocateSoldier( void )
{