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
+98 -98
View File
@@ -493,7 +493,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
{
BOOLEAN fResult;
if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) ) == 1 )
if ( ( fResult = UIOKMoveDestination( gusSelectedSoldier, usMapPos ) ) == 1 )
{
// ATE: CHECK IF WE CAN GET TO POSITION
// Check if we are not in combat
@@ -998,10 +998,10 @@ void QueryTBRightButton( UINT32 *puiNewEvent )
gfFirstCycleMovementStarted = TRUE;
// OK, set this guy's movement mode to crawling fo rthat we will start cycling in run.....
if ( MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != RUNNING )
if ( gusSelectedSoldier->usUIMovementMode != RUNNING )
{
// ATE: UNLESS WE ARE IN RUNNING MODE ALREADY
MercPtrs[ gusSelectedSoldier ]->usUIMovementMode = CRAWLING;
gusSelectedSoldier->usUIMovementMode = CRAWLING;
}
}
@@ -1016,7 +1016,7 @@ void QueryTBRightButton( UINT32 *puiNewEvent )
{
gfBeginBurstSpreadTracking = FALSE;
gfRTClickLeftHoldIntercepted = TRUE;
MercPtrs[ gusSelectedSoldier ]->flags.fDoSpread = FALSE;
gusSelectedSoldier->flags.fDoSpread = FALSE;
fClickHoldIntercepted = TRUE;
*puiNewEvent = A_END_ACTION;
gCurrentUIMode = MOVE_MODE;
@@ -1070,7 +1070,7 @@ void QueryTBRightButton( UINT32 *puiNewEvent )
case MOVE_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 );
@@ -1627,8 +1627,8 @@ void CheatCreateItem( )
CreateItem( usitem, status, &newobj );
(newobj)[0]->data.bTemperature = temperature;
if ( !AutoPlaceObject( MercPtrs[ gusSelectedSoldier ], &newobj, FALSE ) )
AddItemToPool( MercPtrs[ gusSelectedSoldier ]->sGridNo, &newobj, 1, 0, 0, -1 );
if ( !AutoPlaceObject( gusSelectedSoldier, &newobj, FALSE ) )
AddItemToPool( gusSelectedSoldier->sGridNo, &newobj, 1, 0, 0, -1 );
}
}
@@ -2121,7 +2121,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
gfRTClickLeftHoldIntercepted = TRUE;
if ( gusSelectedSoldier != NOBODY )
{
MercPtrs[ gusSelectedSoldier ]->flags.fDoSpread = FALSE;
gusSelectedSoldier->flags.fDoSpread = FALSE;
}
// Before anything, delete popup box!
@@ -2223,11 +2223,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
continue;
}
else if (gusSelectedSoldier != NOBODY &&
MercPtrs[gusSelectedSoldier] &&
!(gAnimControl[MercPtrs[gusSelectedSoldier]->usAnimState].uiFlags & ANIM_STATIONARY))
gusSelectedSoldier &&
!(gAnimControl[gusSelectedSoldier->usAnimState].uiFlags & ANIM_STATIONARY))
{
// If soldier is not stationary, stop
MercPtrs[gusSelectedSoldier]->StopSoldier();
gusSelectedSoldier->StopSoldier();
*puiNewEvent = A_CHANGE_TO_MOVE;
continue;
}
@@ -2235,21 +2235,21 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// sevenfm: also stop dragging
if (gusSelectedSoldier != NOBODY &&
MercPtrs[gusSelectedSoldier] &&
MercPtrs[gusSelectedSoldier]->IsDragging(false))
gusSelectedSoldier &&
gusSelectedSoldier->IsDragging(false))
{
MercPtrs[gusSelectedSoldier]->CancelDrag();
DirtyMercPanelInterface(MercPtrs[gusSelectedSoldier], DIRTYLEVEL2);
gusSelectedSoldier->CancelDrag();
DirtyMercPanelInterface(gusSelectedSoldier, DIRTYLEVEL2);
continue;
}
// sevenfm: unready weapon
if (gusSelectedSoldier != NOBODY &&
MercPtrs[gusSelectedSoldier] &&
WeaponReady(MercPtrs[gusSelectedSoldier]))
gusSelectedSoldier &&
WeaponReady(gusSelectedSoldier))
{
MercPtrs[gusSelectedSoldier]->InternalSoldierReadyWeapon(MercPtrs[gusSelectedSoldier]->ubDirection, TRUE, FALSE);
HandleSight(MercPtrs[gusSelectedSoldier], SIGHT_LOOK);
gusSelectedSoldier->InternalSoldierReadyWeapon(gusSelectedSoldier->ubDirection, TRUE, FALSE);
HandleSight(gusSelectedSoldier, SIGHT_LOOK);
continue;
}
}
@@ -2313,19 +2313,19 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// {
// if ( gusSelectedSoldier != NOBODY )
// {
// if ( gTacticalStatus.uiFlags & TURNBASED && !MercPtrs[ gusSelectedSoldier ]->fDontChargeReadyAPs )
// if ( gTacticalStatus.uiFlags & TURNBASED && !gusSelectedSoldier->fDontChargeReadyAPs )
// {
// INT16 apCost = GetAPsToReadyWeapon( MercPtrs[ gusSelectedSoldier ], 0 );
// if (MercPtrs[ gusSelectedSoldier ]->bActionPoints >= apCost )
// INT16 apCost = GetAPsToReadyWeapon( gusSelectedSoldier, 0 );
// if (gusSelectedSoldier->bActionPoints >= apCost )
// {
// DeductPoints( MercPtrs[ gusSelectedSoldier ],apCost , 0 );
// DirtyMercPanelInterface( MercPtrs[ gusSelectedSoldier ], DIRTYLEVEL2 );
// SoldierReadyWeapon( MercPtrs[ gusSelectedSoldier ] );
// DeductPoints( gusSelectedSoldier,apCost , 0 );
// DirtyMercPanelInterface( gusSelectedSoldier, DIRTYLEVEL2 );
// SoldierReadyWeapon( gusSelectedSoldier );
// }
// }
// else
// {
// SoldierReadyWeapon( MercPtrs[ gusSelectedSoldier ] );
// SoldierReadyWeapon( gusSelectedSoldier );
// }
// }
@@ -2344,7 +2344,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
for ( i = 0; i < 1000; i++ )
{
CalculateLaunchItemChanceToGetThrough( MercPtrs[ gusSelectedSoldier ], &(MercPtrs[ gusSelectedSoldier ]->inv[ HANDPOS ] ), usMapPos, 0, 0, &sGridNo, TRUE, (INT8 *)&ubLevel, TRUE );
CalculateLaunchItemChanceToGetThrough( gusSelectedSoldier, &(gusSelectedSoldier->inv[ HANDPOS ] ), usMapPos, 0, 0, &sGridNo, TRUE, (INT8 *)&ubLevel, TRUE );
}
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Physics 100 times: %d", ( GetJA2Clock( ) - iTime ) );
@@ -2412,7 +2412,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
//Select next squad
iCurrentSquad = CurrentSquad( );
pNewSoldier = FindNextActiveSquad( MercPtrs[ gusSelectedSoldier ] );
pNewSoldier = FindNextActiveSquad( gusSelectedSoldier );
if ( pNewSoldier->bAssignment != iCurrentSquad )
{
@@ -2436,7 +2436,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{ //Select next merc
UINT16 bID;
bID = FindNextMercInTeamPanel( MercPtrs[ gusSelectedSoldier ], FALSE, FALSE );
bID = FindNextMercInTeamPanel( gusSelectedSoldier, FALSE, FALSE );
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
@@ -2458,7 +2458,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if ( fCtrl )
{
if ( gusSelectedSoldier != NOBODY )
SwapMercPortraits( MercPtrs[ gusSelectedSoldier ], -1 );
SwapMercPortraits( gusSelectedSoldier, -1 );
}
break;
@@ -2467,7 +2467,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if ( fCtrl )
{
if ( gusSelectedSoldier != NOBODY )
SwapMercPortraits( MercPtrs[ gusSelectedSoldier ], 1 );
SwapMercPortraits( gusSelectedSoldier, 1 );
}
break;
@@ -2498,10 +2498,10 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// Lalien: commented out, to fix "end move & LOS bug" (same button has two different actions)
// if ( gusSelectedSoldier != NOBODY )
// {
// if ( CheckForMercContMove( MercPtrs[ gusSelectedSoldier ] ) )
// if ( CheckForMercContMove( gusSelectedSoldier ) )
// {
// // Continue
// ContinueMercMovement( MercPtrs[ gusSelectedSoldier ] );
// ContinueMercMovement( gusSelectedSoldier );
// ErasePath( TRUE );
// }
// }
@@ -2521,7 +2521,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
if ( ( gpItemPointer == NULL ) )
{
GotoHeigherStance( MercPtrs[ gusSelectedSoldier ] );
GotoHeigherStance( gusSelectedSoldier );
}
}
}
@@ -2541,7 +2541,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
if ( ( gpItemPointer == NULL ) )
{
GotoLowerStance( MercPtrs[ gusSelectedSoldier ] );
GotoLowerStance( gusSelectedSoldier );
}
}
}
@@ -2921,7 +2921,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if ( gusSelectedSoldier != NOBODY )
{
HandleTacticalFunctionSelection(MercPtrs[ gusSelectedSoldier ], usMapPos );
HandleTacticalFunctionSelection(gusSelectedSoldier, usMapPos );
}
}
else if ( fAlt )
@@ -2994,8 +2994,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if (CHEATER_CHEAT_LEVEL())
{
//ChangeSoldiersBodyType( TANK_NW, TRUE );
// MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags |= SOLDIER_CREATURE;
//EVENT_InitNewSoldierAnim( MercPtrs[ gusSelectedSoldier ], CRIPPLE_BEG, 0 , TRUE );
// gusSelectedSoldier->flags.uiStatusFlags |= SOLDIER_CREATURE;
//EVENT_InitNewSoldierAnim( gusSelectedSoldier, CRIPPLE_BEG, 0 , TRUE );
}
}
else if( fAlt )
@@ -3034,12 +3034,12 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if (CHEATER_CHEAT_LEVEL())
{
MercPtrs[gusSelectedSoldier]->EVENT_InitNewSoldierAnim(KID_SKIPPING, 0, TRUE);
gusSelectedSoldier->EVENT_InitNewSoldierAnim(KID_SKIPPING, 0, TRUE);
//ChangeSoldiersBodyType( LARVAE_MONSTER, TRUE );
//MercPtrs[ gusSelectedSoldier ]->usAttackingWeapon = TANK_CANNON;
//gusSelectedSoldier->usAttackingWeapon = TANK_CANNON;
//LocateSoldier( gusSelectedSoldier, FALSE );
//EVENT_FireSoldierWeapon( MercPtrs[ gusSelectedSoldier ], sMapPos );
//EVENT_FireSoldierWeapon( gusSelectedSoldier, sMapPos );
}
}
else if( fAlt )
@@ -3510,7 +3510,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if ( gusSelectedSoldier != NOBODY )
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
if ( pSoldier->aiData.bOppCnt > 0 )
{
@@ -3529,7 +3529,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
//CHRISL: drop all items
if ( gusSelectedSoldier != NOBODY && !(gTacticalStatus.fEnemyInSector) )
{
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
for(int i = BODYPOSFINAL; i<NUM_INV_SLOTS; i++)
{
if(pSoldier->inv[i].exists() == true)
@@ -3593,12 +3593,12 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if ( gfUIFullTargetFound )
{
//Display the range to the target
DisplayRangeToTarget( MercPtrs[gusSelectedSoldier], MercPtrs[gusUIFullTargetID]->sGridNo );
DisplayRangeToTarget( gusSelectedSoldier, MercPtrs[gusUIFullTargetID]->sGridNo );
}
else
{
//Display the range to the target
DisplayRangeToTarget( MercPtrs[gusSelectedSoldier], usGridNo );
DisplayRangeToTarget( gusSelectedSoldier, usGridNo );
}
}
@@ -4022,7 +4022,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
//CHRISL: Swap gunsling
if ( gusSelectedSoldier != NOBODY )
{
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
if ( fAlt )
// switch to knife, or from knife to gun
@@ -4324,7 +4324,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if ( CHEATER_CHEAT_LEVEL( ) )
{
ReloadWeapon( MercPtrs[ gusSelectedSoldier ], MercPtrs[ gusSelectedSoldier ]->ubAttackingHand );
ReloadWeapon( gusSelectedSoldier, gusSelectedSoldier->ubAttackingHand );
}
else
HandleTBReload();
@@ -4355,7 +4355,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if ( fAlt )
{
RemoveCharacterFromSquads( MercPtrs[gusSelectedSoldier] );
RemoveCharacterFromSquads( gusSelectedSoldier );
}
else if ( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) && !is_networked )
{
@@ -4475,7 +4475,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
else if ( fAlt && fShift )
{
//resort Team by ubID
SortSquadByID(MercPtrs[gusSelectedSoldier]->bTeam);
SortSquadByID(gusSelectedSoldier->bTeam);
}
else
{
@@ -4597,7 +4597,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if ( gusSelectedSoldier != NOBODY )
{
CreateItem( FLAMETHROWER, 100, &( MercPtrs[ gusSelectedSoldier ]->inv[ HANDPOS ]) );
CreateItem( FLAMETHROWER, 100, &( gusSelectedSoldier->inv[ HANDPOS ]) );
}
}
}
@@ -4642,7 +4642,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
//Check if we have a good selected guy
if ( gusSelectedSoldier != NOBODY )
{
pSoldier1 = MercPtrs[ gusSelectedSoldier ];
pSoldier1 = gusSelectedSoldier;
BOOLEAN fFoundGoodTarget = FALSE;
if ( gfUIFullTargetFound )
@@ -4879,7 +4879,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
}
else if( gfLoneEPCAttemptingTraversal )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], gusSelectedSoldier->GetName() );
gfLoneEPCAttemptingTraversal = FALSE;
}
else if( gubLoneMercAttemptingToAbandonEPCs )
@@ -4887,26 +4887,26 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
CHAR16 str[256];
if( gubLoneMercAttemptingToAbandonEPCs == 1 )
{ //Use the singular version of the string
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
if( gMercProfiles[ gusSelectedSoldier->ubProfile ].bSex == MALE )
{ //male singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], gusSelectedSoldier->GetName(),
MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
}
else
{ //female singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], gusSelectedSoldier->GetName(),
MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
}
}
else
{ //Use the plural version of the string
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
if( gMercProfiles[ gusSelectedSoldier->ubProfile ].bSex == MALE )
{ //male plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], gusSelectedSoldier->GetName() );
}
else
{ //female plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], gusSelectedSoldier->GetName() );
}
}
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, str );
@@ -4918,7 +4918,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], gusSelectedSoldier->GetName() );
}
return( TRUE );
@@ -5148,7 +5148,7 @@ void CycleSelectedMercsItem()
if( gusSelectedSoldier != NOBODY )
{
// Get soldier...
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
UINT16 usOldHandItem = pSoldier->inv[HANDPOS].usItem;
@@ -5377,7 +5377,7 @@ void SetBurstMode()
{
if ( gusSelectedSoldier != NOBODY )
{
ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
ChangeWeaponMode( gusSelectedSoldier );
}
}
@@ -5386,12 +5386,12 @@ void SetScopeMode( INT32 usMapPos )
if ( gusSelectedSoldier != NOBODY )
{
if ( GetMouseMapPos( &usMapPos ))
ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], usMapPos );
ChangeScopeMode( gusSelectedSoldier, usMapPos );
else
ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], NOWHERE );
ChangeScopeMode( gusSelectedSoldier, NOWHERE );
// reevaluate sight
ManLooksForOtherTeams( MercPtrs[ gusSelectedSoldier ] );
ManLooksForOtherTeams( gusSelectedSoldier );
}
}
#pragma optimize("", off)
@@ -6115,14 +6115,14 @@ INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent )
if ( fContinue )
{
sActionGridNo = FindAdjacentGridEx( MercPtrs[ gusSelectedSoldier ], sIntTileGridNo, &ubDirection, NULL, FALSE, TRUE );
sActionGridNo = FindAdjacentGridEx( gusSelectedSoldier, sIntTileGridNo, &ubDirection, NULL, FALSE, TRUE );
if ( sActionGridNo == -1 )
{
sActionGridNo = sIntTileGridNo;
}
// If this is not the same tile as ours, check if we can get to dest!
if ( sActionGridNo != MercPtrs[ gusSelectedSoldier ]->sGridNo && gsCurrentActionPoints == 0 )
if ( sActionGridNo != gusSelectedSoldier->sGridNo && gsCurrentActionPoints == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_PATH ] );
bReturnCode = -1;
@@ -6403,7 +6403,7 @@ void HandleStanceChangeFromUIKeys( UINT8 ubAnimHeight )
{
if( gusSelectedSoldier != NOBODY )
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
// silversurfer: If we decide to stand up or press "s" again while we are standing we should reset movement to walk mode.
// If we want to run we have to press "r" which is handled elsewhere.
if ( ubAnimHeight == ANIM_STAND )
@@ -6508,9 +6508,9 @@ void HandleStealthChangeFromUIKeys( )
{
if( gusSelectedSoldier != NOBODY )
{
if ( !AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
if ( !AM_A_ROBOT( gusSelectedSoldier ) )
{
ToggleStealthMode( MercPtrs[ gusSelectedSoldier ] );
ToggleStealthMode( gusSelectedSoldier );
}
}
}
@@ -7475,12 +7475,12 @@ void HandleMouseTBWheel( void )
//change stance ->DOWN
if ( _KeyDown( ALT ) )
{ if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
GotoLowerStance(MercPtrs[ gusSelectedSoldier ]);
GotoLowerStance(gusSelectedSoldier);
return;
}
if ( gusSelectedSoldier != NOBODY )
{
bID = FindPrevActiveAndAliveMerc( MercPtrs[ gusSelectedSoldier ], TRUE, TRUE );
bID = FindPrevActiveAndAliveMerc( gusSelectedSoldier, TRUE, TRUE );
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
ErasePath(TRUE);
gfPlotNewMovement = TRUE;
@@ -7494,14 +7494,14 @@ void HandleMouseTBWheel( void )
//change stance ->UP
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 );
ErasePath(TRUE);
gfPlotNewMovement = TRUE;
@@ -7546,7 +7546,7 @@ void HandleMouseTBX1Button( UINT32 *puiNewEvent )
void HandleMouseTBX2Button( UINT32 *puiNewEvent )
{
if ( _KeyDown( ALT ) )
AutoReload( MercPtrs[ gusSelectedSoldier ] );
AutoReload( gusSelectedSoldier );
else
HandleTBToggleStealthAll();
}
@@ -7761,7 +7761,7 @@ void HandleTBCycleThroughVisibleEnemies( void )
if ( gusSelectedSoldier != NOBODY )
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
if ( pSoldier->aiData.bOppCnt > 0 )
{
@@ -7780,7 +7780,7 @@ void HandleTBCycleThroughVisibleEnemiesBackward( void )
if ( gusSelectedSoldier != NOBODY )
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
if ( pSoldier->aiData.bOppCnt > 0 )
{
@@ -7808,9 +7808,9 @@ void HandleTBChangeLevel( void )
void HandleTBSwapHands( void )
{
// swap primary & secondary hand
if ( gusSelectedSoldier != NOBODY && !AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ))
if ( gusSelectedSoldier != NOBODY && !AM_A_ROBOT( gusSelectedSoldier ))
{
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
UINT16 usOldHandItem = pSoldier->inv[HANDPOS].usItem;
SwapHandItems( pSoldier );
pSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, pSoldier->inv[HANDPOS].usItem );
@@ -7825,7 +7825,7 @@ void HandleTBSwapGunsling( void )
if ( gusSelectedSoldier != NOBODY && UsingNewInventorySystem() == true)
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
pSoldier->SwitchWeapons( );
}
}
@@ -7833,7 +7833,7 @@ void HandleTBSwapKnife( void )
{
if ( gusSelectedSoldier != NOBODY && UsingNewInventorySystem() == true)
{
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
pSoldier->SwitchWeapons( TRUE );
}
}
@@ -7841,7 +7841,7 @@ void HandleTBSwapSidearm( void )
{
if ( gusSelectedSoldier != NOBODY && UsingNewInventorySystem() == true)
{
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
pSoldier->SwitchWeapons( FALSE, TRUE );
}
}
@@ -7941,7 +7941,7 @@ void HandleTBToggleStealth( void )
}
void HandleTBReload( void )
{
AutoReload( MercPtrs[ gusSelectedSoldier ] );
AutoReload( gusSelectedSoldier );
}
void HandleTBReloadAll( void )
{
@@ -8242,19 +8242,19 @@ void HandleTBToggleTrapNetworkView( void )
void HandleTBGotoHigherStance( void )
{
if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
GotoHeigherStance(MercPtrs[ gusSelectedSoldier ]);
GotoHeigherStance(gusSelectedSoldier);
}
void HandleTBGotoLowerStance( void )
{
if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
GotoLowerStance( MercPtrs[ gusSelectedSoldier ] );
GotoLowerStance( gusSelectedSoldier );
}
void HandleTBLocateNextMerc( void )
{
UINT16 bID;
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 );
@@ -8265,7 +8265,7 @@ void HandleTBLocatePrevMerc( void )
UINT16 bID;
if ( gusSelectedSoldier != NOBODY )
{
bID = FindPrevActiveAndAliveMerc( MercPtrs[ gusSelectedSoldier ], TRUE, TRUE );
bID = FindPrevActiveAndAliveMerc( gusSelectedSoldier, TRUE, TRUE );
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
// Center to guy....
LocateSoldier( gusSelectedSoldier, SETLOCATOR );
@@ -8338,7 +8338,7 @@ void HandleTBDropBackpacks( void )
//if( UsingNewInventorySystem() && gusSelectedSoldier != NOBODY )
if( UsingNewInventorySystem() )
{
//SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
//SOLDIERTYPE *pSoldier = gusSelectedSoldier;
SOLDIERTYPE *pTeamSoldier;
UINT16 ubLoop;
@@ -8376,7 +8376,7 @@ void HandleTBPickUpBackpacks( void )
//if( UsingNewInventorySystem() && gusSelectedSoldier != NOBODY )
if( UsingNewInventorySystem() )
{
//SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
//SOLDIERTYPE *pSoldier = gusSelectedSoldier;
SOLDIERTYPE *pTeamSoldier;
UINT16 ubLoop;
@@ -8411,7 +8411,7 @@ void HandleTBPickUpBackpacks( void )
void HandleTBSoldierRun( void )
{
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
{
pSoldier = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
@@ -8861,7 +8861,7 @@ void HandleTacticalStoreInvItem( void )
UINT16 APTotalCost = 0;
if( gusSelectedSoldier != NOBODY )
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
else
return;
@@ -8934,7 +8934,7 @@ void HandleTacticalTakeInvItem( INT32 iType )
}
if( gusSelectedSoldier != NOBODY )
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
else
return;
@@ -9044,7 +9044,7 @@ void HandleTacticalDropItem( UINT8 ubSlot )
UINT16 APTotalCost = 0;
if( gusSelectedSoldier != NOBODY )
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
else
return;
@@ -9069,7 +9069,7 @@ void HandleTacticalTakeItem( void )
SOLDIERTYPE *pSoldier;
if( gusSelectedSoldier != NOBODY )
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
else
return;
@@ -9108,7 +9108,7 @@ void HandleTacticalReload()
INT16 bAPs = 0;
if (gusSelectedSoldier != NOBODY)
pSoldier = MercPtrs[gusSelectedSoldier];
pSoldier = gusSelectedSoldier;
else
return;
@@ -9579,10 +9579,10 @@ void HandleTBSkillsMenu(void)
{
TraitsMenu(usMapPos);
}
else if (gusSelectedSoldier != NOBODY && MercPtrs[gusSelectedSoldier] && !TileIsOutOfBounds(MercPtrs[gusSelectedSoldier]->sGridNo))
else if (gusSelectedSoldier != NOBODY && gusSelectedSoldier && !TileIsOutOfBounds(gusSelectedSoldier->sGridNo))
{
LocateGridNo(MercPtrs[gusSelectedSoldier]->sGridNo);
TraitsMenu(MercPtrs[gusSelectedSoldier]->sGridNo);
LocateGridNo(gusSelectedSoldier->sGridNo);
TraitsMenu(gusSelectedSoldier->sGridNo);
}
}
@@ -9606,7 +9606,7 @@ void HandleTBPickUpBackpacks(BOOLEAN fAll)
if (gusSelectedSoldier != NOBODY)
{
pSoldier = MercPtrs[gusSelectedSoldier];
pSoldier = gusSelectedSoldier;
}
INT16 sAPCost = APBPConstants[AP_BACK_PACK];