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
+5 -5
View File
@@ -766,7 +766,7 @@ BOOLEAN EnterShopKeeperInterface()
//ADB if we are here, we must be able to talk with an extended ear (CheckIfRadioIsEquipped())
//but if we are physically too far away, we don't have extended arms!
SOLDIERTYPE* pSoldier = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE* pSoldier = gusSelectedSoldier;
SOLDIERTYPE* pShopkeeper = NULL;
if ( gusIDOfCivTrader != NOBODY )
@@ -826,7 +826,7 @@ BOOLEAN EnterShopKeeperInterface()
}
// make sure current merc is close enough and eligible to talk to the shopkeeper.
AssertMsg( CanMercInteractWithSelectedShopkeeper( MercPtrs[ gusSelectedSoldier ] ), "Selected merc can't interact with shopkeeper. Send save AM-1");
AssertMsg( CanMercInteractWithSelectedShopkeeper( gusSelectedSoldier ), "Selected merc can't interact with shopkeeper. Send save AM-1");
// Create a video surface to blt corner of the tactical screen that still shines through
vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
@@ -2477,7 +2477,7 @@ void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT16 aMercID
// Flugente: additional dialogue
if ( gusSelectedSoldier != NOBODY )
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_MERCHANT_CHAT, ubArmsDealerID >= 0 ? (UINT32)ubArmsDealerID : 0 );
AdditionalTacticalCharacterDialogue_CallsLua( gusSelectedSoldier, ADE_MERCHANT_CHAT, ubArmsDealerID >= 0 ? (UINT32)ubArmsDealerID : 0 );
LeaveTacticalScreen( SHOPKEEPER_SCREEN );
}
@@ -6780,7 +6780,7 @@ void DealWithItemsStillOnTheTable()
}
else
{
pDropSoldier = MercPtrs[ gusSelectedSoldier ];
pDropSoldier = gusSelectedSoldier;
}
// this guy HAS to be valid!
@@ -7023,7 +7023,7 @@ void SelectArmsDealersDropItemToGroundRegionCallBack(MOUSE_REGION * pRegion, INT
}
else
{
pDropSoldier = MercPtrs[ gusSelectedSoldier ];
pDropSoldier = gusSelectedSoldier;
}
//if we don't have an item, pick one up