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
+6 -6
View File
@@ -2913,7 +2913,6 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier, *pSoldier;
INT32 cnt;
// First get pointer to NPC
pSoldier = FindSoldierByProfileID( ubNPC, FALSE );
@@ -2921,11 +2920,12 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
// Loop through all our guys and randomly say one from someone in our sector
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
@@ -3649,7 +3649,6 @@ void TriggerFriendWithHostileQuote( UINT8 ubNPC )
UINT16 ubNumMercsAvailable = 0, ubChosenMerc;
SOLDIERTYPE * pTeamSoldier;
SOLDIERTYPE * pSoldier;
INT32 cnt;
INT8 bTeam;
// First get pointer to NPC
@@ -3663,11 +3662,12 @@ void TriggerFriendWithHostileQuote( UINT8 ubNPC )
// Loop through all our guys and find one to yell
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Add guy if he's a candidate...
if ( pTeamSoldier->bActive && pSoldier->bInSector && pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bBreath >= OKBREATH && pTeamSoldier->aiData.bOppCnt > 0 && pTeamSoldier->ubProfile != NO_PROFILE )
{