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
+3 -6
View File
@@ -4387,7 +4387,7 @@ void HandleExplosionWarningAnimations( )
// show focus area if skill is active
if ( gusSelectedSoldier != NOBODY )
{
SOLDIERTYPE* pSoldier = MercPtrs[gusSelectedSoldier];
SOLDIERTYPE* pSoldier = gusSelectedSoldier;
if ( pSoldier->bActive && pSoldier->bInSector)
{
@@ -5620,10 +5620,8 @@ void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECT
void HavePersonAtGridnoStop( UINT32 sGridNo )
{
UINT8 ubID;
//Sewe if there is a person at the gridno
ubID = WhoIsThere2( sGridNo, 0 );
SoldierID ubID = WhoIsThere2( sGridNo, 0 );
//is it a valid person
if ( (ubID != NOBODY) && (MercPtrs[ ubID ]->bTeam == gbPlayerNum) )
@@ -5813,8 +5811,7 @@ void HandleSwitchToOpenFortifiedDoor( UINT32 sGridNo )
void HandleSeeingPowerGenFan( UINT32 sGridNo )
{
// INT8 bID;
UINT8 ubPerson;
SoldierID ubPerson;
BOOLEAN fFanIsStopped;
BOOLEAN fFanHasBeenStopped;
SOLDIERTYPE *pSoldier;
+2 -2
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@@ -505,7 +505,7 @@ void LogMouseOverInteractiveTile( INT32 sGridNo )
}
// Also, don't allow for mercs who are on upper level...
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->pathing.bLevel == 1 )
if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->pathing.bLevel == 1 )
{
return;
}
@@ -789,7 +789,7 @@ BOOLEAN RefineLogicOnStruct( INT32 sGridNo, LEVELNODE *pNode )
return( FALSE );
}
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->ubBodyType == ROBOTNOWEAPON )
if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->ubBodyType == ROBOTNOWEAPON )
{
return( FALSE );
}
+1 -1
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@@ -567,7 +567,7 @@ void HandleOverheadMap( )
if( !gfEditMode && !gfTacticalPlacementGUIActive && gusSelectedSoldier != NOBODY )
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
DisplayMercNameInOverhead( pSoldier );
}
+2 -2
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@@ -1069,7 +1069,7 @@ inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIER
SOLDIERTYPE * pSelSoldier;
if (gusSelectedSoldier != NOBODY)
{
pSelSoldier = MercPtrs[gusSelectedSoldier];
pSelSoldier = gusSelectedSoldier;
}
else
{
@@ -1149,7 +1149,7 @@ inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIER
}
//if ( gusSelectedSoldier != NOBODY )
//{
// pSelSoldier = MercPtrs[ gusSelectedSoldier ];
// pSelSoldier = gusSelectedSoldier;
// Shade differently depending on visiblity
// if ( pSoldier->bVisible == 0 || ( pSelSoldier->aiData.bOppList[ pSoldier->ubID ] == 0 ) )
// {
+1 -1
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@@ -3291,7 +3291,7 @@ BOOLEAN LoadWorld(const STR8 puiFilename, FLOAT* pMajorMapVersion, UINT8* pMinor
// CHECK IF OUR SELECTED GUY IS GONE!
if(gusSelectedSoldier != NOBODY)
{
if(MercPtrs[gusSelectedSoldier]->bActive == FALSE)
if(gusSelectedSoldier->bActive == FALSE)
gusSelectedSoldier = NOBODY;
}
AdjustSoldierCreationStartValues();