mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Use SoldierID
This commit is contained in:
+15
-19
@@ -119,7 +119,7 @@ void SaveNPCInformationToProfileStruct( );
|
||||
BOOLEAN DoesTempFileExistsForMap( UINT32 uiType, INT16 sMapX, INT16 sMapY, INT8 bMapZ );
|
||||
|
||||
|
||||
INT16 GetSoldierIDFromAnyMercID(UINT8 ubMercID);
|
||||
SoldierID GetSoldierIDFromAnyMercID(UINT8 ubMercID);
|
||||
|
||||
|
||||
BOOLEAN SetUnderGroundSectorFlag( INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ, UINT32 uiFlagToSet );
|
||||
@@ -1131,7 +1131,6 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
|
||||
void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
||||
{
|
||||
// find out which items in the list are reachable
|
||||
UINT32 uiCounter = 0;
|
||||
UINT8 ubDir, ubMovementCost;
|
||||
BOOLEAN fReachable = FALSE;
|
||||
INT32 sGridNo = NOWHERE, sGridNo2 = NOWHERE;
|
||||
@@ -1179,9 +1178,9 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
|
||||
{
|
||||
sGridNo2 = gMapInformation.sIsolatedGridNo;
|
||||
|
||||
for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter )
|
||||
for( SoldierID uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter )
|
||||
{
|
||||
pSoldier = MercPtrs[ uiCounter ];
|
||||
pSoldier = uiCounter;
|
||||
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLife > 0 && pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ )
|
||||
{
|
||||
if ( FindBestPath( pSoldier, sGridNo2, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, 0 ) )
|
||||
@@ -1200,7 +1199,7 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
|
||||
|
||||
GlobalItemsReachableTest( sGridNo, sGridNo2 );
|
||||
|
||||
for( uiCounter = 0; uiCounter < guiNumWorldItems; ++uiCounter )
|
||||
for( UINT32 uiCounter = 0; uiCounter < guiNumWorldItems; ++uiCounter )
|
||||
{
|
||||
// reset reachablity
|
||||
fReachable = FALSE;
|
||||
@@ -2130,29 +2129,26 @@ BOOLEAN DoesTempFileExistsForMap( UINT32 uiType, INT16 sMapX, INT16 sMapY, INT8
|
||||
}
|
||||
|
||||
|
||||
INT16 GetSoldierIDFromAnyMercID(UINT8 ubMercID)
|
||||
SoldierID GetSoldierIDFromAnyMercID(UINT8 ubMercID)
|
||||
{
|
||||
UINT16 cnt;
|
||||
UINT16 ubLastTeamID;
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
|
||||
SoldierID ubLastTeamID = TOTAL_SOLDIERS;
|
||||
|
||||
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
|
||||
|
||||
ubLastTeamID = TOTAL_SOLDIERS;
|
||||
|
||||
// look for all mercs on the same team,
|
||||
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
|
||||
// look for all mercs on the same team,
|
||||
for ( ; cnt <= ubLastTeamID; ++cnt )
|
||||
{
|
||||
if( pTeamSoldier->bActive )
|
||||
pTeamSoldier = cnt;
|
||||
if ( pTeamSoldier->bActive )
|
||||
{
|
||||
if ( pTeamSoldier->ubProfile == ubMercID )
|
||||
{
|
||||
return( cnt );
|
||||
return(cnt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return( -1 );
|
||||
return(NOBODY);
|
||||
}
|
||||
|
||||
|
||||
@@ -2554,9 +2550,9 @@ BOOLEAN SetSectorFlag( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, UINT32 uiFlagToSet
|
||||
UpdateLastDayOfPlayerActivity( (UINT16) GetWorldDay() );
|
||||
}
|
||||
|
||||
for ( UINT16 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
|
||||
for ( SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[i];
|
||||
SOLDIERTYPE *pSoldier = id;
|
||||
|
||||
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && pSoldier->ubProfile != NO_PROFILE &&
|
||||
pSoldier->sSectorX == sMapX && pSoldier->sSectorY == sMapY && pSoldier->bSectorZ == bMapZ && !pSoldier->flags.fBetweenSectors &&
|
||||
|
||||
Reference in New Issue
Block a user