diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index d3f61439..280adf0f 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -6927,7 +6927,7 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection ) UINT8 ubGroupID = pSoldier->ubGroupID; INT8 bOldPosition = GetTeamSlotFromPlayerID ( MercPtrs[ ubSourceMerc ]->ubID ); INT8 bNewPosition = bOldPosition + bDirection; - SOLDIERTYPE *TempMercPtr = MercPtrs[ ubSourceMerc ]; + SOLDIERTYPE TempMenptr = Menptr[ ubSourceMerc ]; // anv: vehicle passengers are swapped differently if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) @@ -6958,15 +6958,15 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection ) FACETYPE TempFace = gFacesData[ iSourceFace ]; // swap the data - MercPtrs[ ubSourceMerc ] = MercPtrs[ ubTargetMerc ]; - MercPtrs[ ubTargetMerc ] = TempMercPtr; + Menptr[ ubSourceMerc ] = Menptr[ ubTargetMerc ]; + Menptr[ ubTargetMerc ] = TempMenptr; // also swap face data, otherwise face gear, opp count etc won't update gFacesData[ iSourceFace ] = gFacesData[ iTargetFace ]; gFacesData[ iTargetFace ] = TempFace; // update IDs in the data so they match array index again - MercPtrs[ ubSourceMerc ]->ubID = ubSourceMerc; - MercPtrs[ ubTargetMerc ]->ubID = ubTargetMerc; + Menptr[ ubSourceMerc ].ubID = ubSourceMerc; + Menptr[ ubTargetMerc ].ubID = ubTargetMerc; gFacesData[ iSourceFace ].iID = iSourceFace; gFacesData[ iTargetFace ].iID = iTargetFace; @@ -6975,8 +6975,8 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection ) gFacesData[ iTargetFace ].ubSoldierID = ubTargetMerc; // update face index in merc data - MercPtrs[ ubSourceMerc ]->iFaceIndex = iSourceFace; - MercPtrs[ ubTargetMerc ]->iFaceIndex = iTargetFace; + Menptr[ ubSourceMerc ].iFaceIndex = iSourceFace; + Menptr[ ubTargetMerc ].iFaceIndex = iTargetFace; // update group info RemovePlayerFromGroup( ubGroupID, MercPtrs[ ubSourceMerc ] );