mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Use SoldierID
This commit is contained in:
@@ -3283,13 +3283,12 @@ void BillyBlocksDoorCallback( void )
|
||||
BOOLEAN HookerInRoom( UINT16 usRoom )
|
||||
{
|
||||
//DBrot: More Rooms
|
||||
UINT16 ubLoop;//, ubTempRoom;
|
||||
UINT16 usTempRoom;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
|
||||
for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
|
||||
for ( SoldierID ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++ubLoop )
|
||||
{
|
||||
pSoldier = MercPtrs[ ubLoop ];
|
||||
pSoldier = ubLoop;
|
||||
|
||||
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->aiData.bNeutral && pSoldier->ubBodyType == MINICIV )
|
||||
{
|
||||
@@ -4292,7 +4291,7 @@ void HandleExplosionQueue( void )
|
||||
|
||||
if (gfExplosionQueueMayHaveChangedSight)
|
||||
{
|
||||
UINT16 ubLoop;
|
||||
SoldierID ubLoop;
|
||||
SOLDIERTYPE * pTeamSoldier;
|
||||
|
||||
// set variable so we may at least have someone to resolve interrupts vs
|
||||
@@ -4301,8 +4300,9 @@ void HandleExplosionQueue( void )
|
||||
|
||||
// call fov code
|
||||
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
|
||||
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
|
||||
{
|
||||
pTeamSoldier = ubLoop;
|
||||
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
|
||||
{
|
||||
RevealRoofsAndItems( pTeamSoldier, TRUE, FALSE, pTeamSoldier->pathing.bLevel, FALSE );
|
||||
@@ -4442,17 +4442,17 @@ void HandleExplosionWarningAnimations( )
|
||||
// soldiers
|
||||
if (!fShow)
|
||||
{
|
||||
for (UINT32 ubID = gTacticalStatus.Team[OUR_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubID)
|
||||
for ( SoldierID ubID = gTacticalStatus.Team[OUR_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubID)
|
||||
{
|
||||
if (ubID != pSoldier->ubID &&
|
||||
MercPtrs[ubID] &&
|
||||
MercPtrs[ubID]->sGridNo == sSpot &&
|
||||
MercPtrs[ubID]->bVisible == TRUE &&
|
||||
MercPtrs[ubID]->pathing.bLevel == bLevel &&
|
||||
gAnimControl[MercPtrs[ubID]->usAnimState].ubEndHeight == ANIM_PRONE &&
|
||||
!Water(MercPtrs[ubID]->sGridNo, MercPtrs[ubID]->pathing.bLevel) &&
|
||||
ubID != NOBODY &&
|
||||
ubID->sGridNo == sSpot &&
|
||||
ubID->bVisible == TRUE &&
|
||||
ubID->pathing.bLevel == bLevel &&
|
||||
gAnimControl[ubID->usAnimState].ubEndHeight == ANIM_PRONE &&
|
||||
!Water(ubID->sGridNo, ubID->pathing.bLevel) &&
|
||||
pSoldier->ubBodyType <= REGFEMALE &&
|
||||
(MercPtrs[ubID]->bTeam == pSoldier->bTeam || MercPtrs[ubID]->IsUnconscious() || MercPtrs[ubID]->stats.bLife < OKLIFE))
|
||||
(ubID->bTeam == pSoldier->bTeam || ubID->IsUnconscious() || ubID->stats.bLife < OKLIFE))
|
||||
{
|
||||
fShow = TRUE;
|
||||
}
|
||||
@@ -5308,7 +5308,6 @@ void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
|
||||
void HandleBuldingDestruction( INT32 sGridNo, SoldierID ubOwner )
|
||||
{
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT16 cnt;
|
||||
|
||||
if ( ubOwner == NOBODY )
|
||||
{
|
||||
@@ -5324,9 +5323,10 @@ void HandleBuldingDestruction( INT32 sGridNo, SoldierID ubOwner )
|
||||
if ( sGridNo == NOWHERE || !InARoom( sGridNo, NULL ) )
|
||||
return;
|
||||
|
||||
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++ )
|
||||
SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
|
||||
for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt )
|
||||
{
|
||||
pSoldier = cnt;
|
||||
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral )
|
||||
{
|
||||
if ( pSoldier->ubProfile != NO_PROFILE )
|
||||
|
||||
Reference in New Issue
Block a user