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
+155 -160
View File
@@ -989,61 +989,61 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
void OurTeamRadiosRandomlyAbout(UINT16 ubAbout)
{
INT32 iLoop;
// WDS - make number of mercenaries, etc. be configurable
INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
SOLDIERTYPE *pSoldier;
// WDS - make number of mercenaries, etc. be configurable
INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
SOLDIERTYPE *pSoldier;
// Temporary for opplist synching - disable random order radioing
// Temporary for opplist synching - disable random order radioing
#ifdef RECORDOPPLIST
for (iLoop = Status.team[Net.pnum].guystart,ourPtr = MercPtrs[iLoop]; iLoop < Status.team[Net.pnum].guyend; iLoop++,ourPtr++)
for (iLoop = Status.team[Net.pnum].guystart,ourPtr = MercPtrs[iLoop]; iLoop < Status.team[Net.pnum].guyend; iLoop++,ourPtr++)
{
// if this merc is active, in this sector, and well enough to look
if (pSoldier->active && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
{
RadioSightings(pSoldier,ubAbout,pSoldier->bTeam);
pSoldier->bNewOppCnt = 0;
}
// if this merc is active, in this sector, and well enough to look
if (pSoldier->active && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
{
RadioSightings(pSoldier,ubAbout,pSoldier->bTeam);
pSoldier->bNewOppCnt = 0;
}
}
return;
return;
#endif
// All mercs on our local team check if they should radio about him
iLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// All mercs on our local team check if they should radio about him
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// make a list of all of our team's mercs
for (pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; iLoop++,pSoldier++)
// make a list of all of our team's mercs
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
// if this merc is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
// put him on our list, and increment the counter
radioMan[radioCnt++] = (INT16)iLoop;
pSoldier = id;
// if this merc is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
// put him on our list, and increment the counter
radioMan[radioCnt++] = (INT16)id;
}
// now RANDOMLY handle each of the mercs on our list, until none remain
// (this is all being done ONLY so that the mercs in the earliest merc
// slots do not arbitrarily get the bulk of the sighting speech quote
// action, while the later ones almost never pipe up, and is NOT
// strictly necessary, but a nice improvement over original JA)
while (radioCnt)
// now RANDOMLY handle each of the mercs on our list, until none remain
// (this is all being done ONLY so that the mercs in the earliest merc
// slots do not arbitrarily get the bulk of the sighting speech quote
// action, while the later ones almost never pipe up, and is NOT
// strictly necessary, but a nice improvement over original JA)
while (radioCnt)
{
// pick a merc from one of the remaining slots at random
iLoop = Random(radioCnt);
// pick a merc from one of the remaining slots at random
INT16 iLoop = Random(radioCnt);
// handle radioing for that merc
RadioSightings(MercPtrs[radioMan[iLoop]],ubAbout,MercPtrs[radioMan[iLoop]]->bTeam);
Menptr[radioMan[iLoop]].bNewOppCnt = 0;
// handle radioing for that merc
RadioSightings( MercPtrs[radioMan[iLoop]], ubAbout, MercPtrs[radioMan[iLoop]]->bTeam );
Menptr[radioMan[iLoop]].bNewOppCnt = 0;
// unless it WAS the last used slot that we happened to pick
if (iLoop != (radioCnt - 1))
// move the contents of the last slot into the one just handled
radioMan[iLoop] = radioMan[radioCnt - 1];
// unless it WAS the last used slot that we happened to pick
if (iLoop != (radioCnt - 1))
// move the contents of the last slot into the one just handled
radioMan[iLoop] = radioMan[radioCnt - 1];
radioCnt--;
radioCnt--;
}
}
@@ -1058,71 +1058,69 @@ INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT16 ubExcludeID, INT8 bIteration )
{
UINT16 bLoop;
SOLDIERTYPE *pMate;
bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
SoldierID bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
// look for all mercs on the same team, check opplists for this soldier
for (pMate = MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ubTeam].bLastID; ++bLoop,pMate++)
for ( ; bLoop <= gTacticalStatus.Team[ubTeam].bLastID; ++bLoop )
{
pMate = bLoop;
// if this "teammate" is me, myself, or I (whom we want to exclude)
if (bLoop == ubExcludeID)
continue; // skip to next teammate, I KNOW I don't see him...
if ( bLoop == ubExcludeID )
continue; // skip to next teammate, I KNOW I don't see him...
// if this merc is not on the same team
if (pMate->bTeam != ubTeam)
continue; // skip him, he's no teammate at all!
// if this merc is not on the same team
if ( pMate->bTeam != ubTeam )
continue; // skip him, he's no teammate at all!
// if this merc is not active, at base, on assignment, dead, unconscious
if (!pMate->bActive || !pMate->bInSector || (pMate->stats.bLife < OKLIFE))
continue; // next merc
// if this merc is not active, at base, on assignment, dead, unconscious
if ( !pMate->bActive || !pMate->bInSector || (pMate->stats.bLife < OKLIFE) )
continue; // next merc
// if this teammate currently sees this opponent
if (pMate->aiData.bOppList[pOpponent->ubID] == SEEN_CURRENTLY)
return(FALSE); // that's all I need to know, get out of here
// if this teammate currently sees this opponent
if ( pMate->aiData.bOppList[pOpponent->ubID] == SEEN_CURRENTLY )
return(FALSE); // that's all I need to know, get out of here
}
/* comm by ddd
#ifdef WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA
if ( bIteration == 0 )
/* comm by ddd
#ifdef WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA
if ( bIteration == 0 )
{
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[ MILITIA_TEAM ].bTeamActive )
{
// check militia team as well
return( TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ) );
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[ gbPlayerNum ].bTeamActive )
{
// check player team as well
return( TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ) );
}
}
#endif
*/
//ddd
if ( gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa )
{
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[ MILITIA_TEAM ].bTeamActive )
if ( bIteration == 0 )
{
// check militia team as well
return( TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ) );
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[MILITIA_TEAM].bTeamActive )
{
// check militia team as well
return(TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ));
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[gbPlayerNum].bTeamActive )
{
// check player team as well
return(TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ));
}
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[ gbPlayerNum ].bTeamActive )
{
// check player team as well
return( TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ) );
}
}
#endif
*/
//ddd
if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
{
if ( bIteration == 0 )
{
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[ MILITIA_TEAM ].bTeamActive )
{
// check militia team as well
return( TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ) );
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[ gbPlayerNum ].bTeamActive )
{
// check player team as well
return( TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ) );
}
}
}
//ddd
}
//ddd
// none of my friends is currently seeing the guy, so return success
return(TRUE);
// none of my friends is currently seeing the guy, so return success
return(TRUE);
}
INT16 DistanceSmellable( SOLDIERTYPE *pSoldier, SOLDIERTYPE * pSubject )
@@ -1524,12 +1522,11 @@ void TurnOffEveryonesMuzzleFlashes( void )
void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam )
{
UINT16 ubLoop;
SOLDIERTYPE * pSoldier;
for (ubLoop = gTacticalStatus.Team[ ubTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ ubTeam ].bLastID; ubLoop++)
for ( SoldierID ubLoop = gTacticalStatus.Team[ ubTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ ubTeam ].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ ubLoop ];
pSoldier = ubLoop;
if ( pSoldier->flags.fMuzzleFlash )
{
@@ -1638,15 +1635,14 @@ void InitOpplistForDoorOpening( void )
void AllTeamsLookForAll(UINT8 ubAllowInterrupts)
{
UINT32 uiLoop;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier;
if( ( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
return;
}
if (ubAllowInterrupts || !(gTacticalStatus.uiFlags & INCOMBAT) )
if ( ubAllowInterrupts || !(gTacticalStatus.uiFlags & INCOMBAT) )
{
gubBestToMakeSightingSize = BEST_SIGHTING_ARRAY_SIZE_ALL_TEAMS_LOOK_FOR_ALL;
if ( gfDelayResolvingBestSightingDueToDoor )
@@ -1661,20 +1657,20 @@ void AllTeamsLookForAll(UINT8 ubAllowInterrupts)
}
}
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
for ( UINT16 uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop )
{
pSoldier = MercSlots[ uiLoop ];
pSoldier = MercSlots[uiLoop];
if ( pSoldier != NULL && pSoldier->stats.bLife >= OKLIFE )
{
HandleSight(pSoldier,SIGHT_LOOK); // no radio or interrupts yet
HandleSight( pSoldier, SIGHT_LOOK ); // no radio or interrupts yet
}
}
// the player team now radios about all sightings
for ( uiLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; uiLoop++ )
for ( SoldierID uiLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; uiLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiLoop )
{
HandleSight( MercPtrs[ uiLoop ], SIGHT_RADIO ); // looking was done above
HandleSight( uiLoop, SIGHT_RADIO ); // looking was done above
}
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
@@ -1698,52 +1694,52 @@ void AllTeamsLookForAll(UINT8 ubAllowInterrupts)
gubBestToMakeSightingSize = BEST_SIGHTING_ARRAY_SIZE_INCOMBAT;
}
/*
/*
// do this here as well as in overhead so the looks/interrupts are combined!
// do this here as well as in overhead so the looks/interrupts are combined!
// if a door was recently opened/closed (doesn't matter if we could see it)
// this is done here so we can first handle everyone looking through the
// door, and deal with the resulting opplist changes, interrupts, etc.
if ( !TileIsOutOfBounds(Status.doorCreakedGridno))
{
// opening/closing a door makes a bit of noise (constant volume)
MakeNoise(Status.doorCreakedGuynum,Status.doorCreakedGridno,TTypeList[Grid[Status.doorCreakedGridno].land],DOOR_NOISE_VOLUME,NOISE_CREAKING,EXPECTED_NOSEND);
// if a door was recently opened/closed (doesn't matter if we could see it)
// this is done here so we can first handle everyone looking through the
// door, and deal with the resulting opplist changes, interrupts, etc.
if ( !TileIsOutOfBounds(Status.doorCreakedGridno))
{
// opening/closing a door makes a bit of noise (constant volume)
MakeNoise(Status.doorCreakedGuynum,Status.doorCreakedGridno,TTypeList[Grid[Status.doorCreakedGridno].land],DOOR_NOISE_VOLUME,NOISE_CREAKING,EXPECTED_NOSEND);
Status.doorCreakedGridno = NOWHERE;
Status.doorCreakedGuynum = NOBODY;
}
Status.doorCreakedGridno = NOWHERE;
Status.doorCreakedGuynum = NOBODY;
}
// all soldiers now radio their findings (NO interrupts permitted this early!)
// NEW: our entire team must radio first, so that they radio about EVERYBODY
// rather radioing about individuals one a a time (repeats see 1 enemy quote)
for (cnt = Status.team[Net.pnum].guystart,ptr = MercPtrs[cnt]; cnt < Status.team[Net.pnum].guyend; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE))
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
// all soldiers now radio their findings (NO interrupts permitted this early!)
// NEW: our entire team must radio first, so that they radio about EVERYBODY
// rather radioing about individuals one a a time (repeats see 1 enemy quote)
for (cnt = Status.team[Net.pnum].guystart,ptr = MercPtrs[cnt]; cnt < Status.team[Net.pnum].guyend; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE))
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
for (cnt = 0,ptr = Menptr; cnt < MAXMERCS; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE) && !PTR_OURTEAM)
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
for (cnt = 0,ptr = Menptr; cnt < MAXMERCS; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE) && !PTR_OURTEAM)
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
// if interrupts were allowed
if (allowInterrupts)
// resolve interrupts against the selected character (others disallowed)
HandleSight(MercPtrs[Status.allLookCharacter],SIGHT_INTERRUPT);
// if interrupts were allowed
if (allowInterrupts)
// resolve interrupts against the selected character (others disallowed)
HandleSight(MercPtrs[Status.allLookCharacter],SIGHT_INTERRUPT);
// revert to normal interrupt operation
InterruptOnlyGuynum = NOBODY;
InterruptsAllowed = TRUE;
*/
// revert to normal interrupt operation
InterruptOnlyGuynum = NOBODY;
InterruptsAllowed = TRUE;
*/
// reset interrupt only guynum which may have been used
gubInterruptProvoker = NOBODY;
// reset interrupt only guynum which may have been used
gubInterruptProvoker = NOBODY;
}
@@ -3115,7 +3111,7 @@ void RemoveManAsTarget(SOLDIERTYPE *pSoldier)
void UpdatePublic(UINT8 ubTeam, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
{
INT32 cnt;
SoldierID cnt;
UINT8 ubTeamMustLookAgain = FALSE, ubMadeDifference = FALSE;
SOLDIERTYPE *pSoldier;
INT8* pbPublOL = &(gbPublicOpplist[ubTeam][ubID]);
@@ -3143,8 +3139,9 @@ void UpdatePublic(UINT8 ubTeam, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo,
// then everyone on team who's not aware of guynum must look for him
cnt = gTacticalStatus.Team[ubTeam].bFirstID;
for (pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ubTeam].bLastID; ++cnt, pSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ubTeam].bLastID; ++cnt )
{
pSoldier = cnt;
// if this soldier is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
@@ -5719,7 +5716,6 @@ void TheirNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTer
void ProcessNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
{
SOLDIERTYPE *pSoldier;
UINT16 bLoop;
UINT8 bTeam;
UINT8 ubLoudestEffVolume, ubEffVolume;
// UINT8 ubPlayVolume;
@@ -5923,8 +5919,9 @@ void ProcessNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubT
ubHeardLoudestBy = NOBODY;
// All mercs on this team check if they are eligible to hear this noise
for (bLoop = gTacticalStatus.Team[bTeam].bFirstID,pSoldier = Menptr + bLoop; bLoop <= gTacticalStatus.Team[bTeam].bLastID; bLoop++,pSoldier++)
for ( SoldierID bLoop = gTacticalStatus.Team[bTeam].bFirstID; bLoop <= gTacticalStatus.Team[bTeam].bLastID; ++bLoop )
{
pSoldier = bLoop;
// if this "listener" is inactive, or in no condition to care
if (!pSoldier->bActive || !pSoldier->bInSector || pSoldier->flags.uiStatusFlags & SOLDIER_DEAD || (pSoldier->stats.bLife < OKLIFE) || pSoldier->ubBodyType == LARVAE_MONSTER)
{
@@ -7439,15 +7436,15 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
{
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
INT8 bDir;
INT16 sDistAway, sDistVisible;
for ( ubID = gTacticalStatus.Team[ pDyingSoldier->bTeam ].bFirstID; ubID <= gTacticalStatus.Team[ pDyingSoldier->bTeam ].bLastID; ubID++ )
for ( ubID = gTacticalStatus.Team[ pDyingSoldier->bTeam ].bFirstID; ubID <= gTacticalStatus.Team[ pDyingSoldier->bTeam ].bLastID; ++ubID )
{
pSoldier = MercPtrs[ ubID ];
pSoldier = ubID;
if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier != pDyingSoldier) && (pSoldier->stats.bLife >= OKLIFE) && (pSoldier->aiData.bAlertStatus < STATUS_RED ) )
{
@@ -7470,22 +7467,20 @@ void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
}
}
}
}
}
BOOLEAN ArmyKnowsOfPlayersPresence( void )
{
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
// if anyone is still left...
if (gTacticalStatus.Team[ ENEMY_TEAM ].bTeamActive && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 )
{
for ( ubID = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubID <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ubID++ )
for ( ubID = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubID <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++ubID )
{
pSoldier = MercPtrs[ ubID ];
pSoldier = ubID;
if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && (pSoldier->aiData.bAlertStatus >= STATUS_RED ) )
{
@@ -7498,19 +7493,19 @@ BOOLEAN ArmyKnowsOfPlayersPresence( void )
BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier )
{
UINT16 ubID;
SoldierID ubID;
if (pSoldier->aiData.bOppCnt > 0)
if ( pSoldier->aiData.bOppCnt > 0 )
{
for ( ubID = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; ubID <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ubID++ )
for ( ubID = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++ubID )
{
if ( (pSoldier->aiData.bOppList[ ubID ] == SEEN_CURRENTLY) && (MercPtrs[ ubID ]->flags.uiStatusFlags & SOLDIER_MONSTER) )
if ( (pSoldier->aiData.bOppList[ubID] == SEEN_CURRENTLY) && (ubID->flags.uiStatusFlags & SOLDIER_MONSTER) )
{
return( TRUE );
return(TRUE);
}
}
}
return( FALSE );
return(FALSE);
}
@@ -7626,14 +7621,14 @@ INT8 GetHighestWatchedLocPoints( UINT16 ubID )
void CommunicateWatchedLoc( SoldierID ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
{
UINT16 ubLoop;
SoldierID ubLoop;
INT8 bTeam, bLoopPoint, bPoint;
bTeam = ubID->bTeam;
for ( ubLoop = gTacticalStatus.Team[ bTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ bTeam ].bLastID; ubLoop++ )
for ( ubLoop = gTacticalStatus.Team[ bTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ bTeam ].bLastID; ++ubLoop )
{
SOLDIERTYPE *pSoldier = MercPtrs[ubLoop];
SOLDIERTYPE *pSoldier = ubLoop;
if ( ubLoop == ubID || pSoldier->bActive == FALSE || pSoldier->bInSector == FALSE || pSoldier->stats.bLife < OKLIFE )
{
continue;
@@ -7784,13 +7779,13 @@ void DecayWatchedLocs( INT8 bTeam )
void MakeBloodcatsHostile( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE *pSoldier;
SoldierID id = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
for (pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop, ++pSoldier )
for ( ; id <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++id )
{
pSoldier = id;
if ( pSoldier->ubBodyType == BLOODCAT && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
SetSoldierNonNeutral( pSoldier );