Use SoldierID

This commit is contained in:
Asdow
2024-12-01 18:23:52 +02:00
parent e59d915e58
commit bfb724eab9
36 changed files with 1165 additions and 1162 deletions
+9 -8
View File
@@ -46,7 +46,6 @@ void HandleRPCDescription( )
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc = 0;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt2;
BOOLEAN fSAMSite = FALSE;
@@ -97,12 +96,13 @@ void HandleRPCDescription( )
// OK, count how many rpc guys we have....
// set up soldier ptr as first element in mercptrs list
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
if (gTacticalStatus.ubGuideDescriptionToUse != 100)
{
// run through list
for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
{
pTeamSoldier = cnt2;
// Add guy if he's a candidate...
if ( RPC_RECRUITED( pTeamSoldier ) )
{
@@ -137,8 +137,9 @@ void HandleRPCDescription( )
{
// run through list
cnt2 = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
{
pTeamSoldier = cnt2;
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
@@ -154,7 +155,6 @@ void HandleRPCDescription( )
void HandleTacticalEndTurn( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
UINT32 uiTime;
static UINT32 uiTimeSinceLastStrategicUpdate = 0;
@@ -239,9 +239,10 @@ void HandleTacticalEndTurn( )
BeginLoggingForBleedMeToos( TRUE );
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// Handle everything from getting breath back, to bleeding, etc
@@ -275,7 +276,7 @@ void HandleTacticalEndTurn( )
// OK, loop through the mercs to perform 'end turn' events on each...
// We're looping through only mercs in tactical engine, ignoring our mercs
// because they were done earilier...
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
for ( UINT32 cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];