Use SoldierID

This commit is contained in:
Asdow
2024-11-20 21:03:08 +02:00
parent d826491c83
commit dbc4135974
12 changed files with 60 additions and 60 deletions
+8 -8
View File
@@ -1155,14 +1155,14 @@ INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier )
void AddCrowToCorpse( ROTTING_CORPSE *pCorpse )
{
SOLDIERCREATE_STRUCT MercCreateStruct;
INT8 ubBodyType = CROW;
UINT16 iNewIndex;
INT32 sGridNo;
UINT8 ubDirection;
SOLDIERTYPE *pSoldier;
INT8 ubBodyType = CROW;
SoldierID iNewIndex;
INT32 sGridNo;
UINT8 ubDirection;
SOLDIERTYPE *pSoldier;
//DBrot: More Rooms
//UINT8 ubRoomNum;
UINT16 usRoomNum;
//UINT8 ubRoomNum;
UINT16 usRoomNum;
// No crows inside :(
if ( InARoom( pCorpse->def.sGridNo, &usRoomNum ) )
{
@@ -2918,7 +2918,7 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
MercCreateStruct.fVisible = TRUE;
UINT16 iNewIndex;
SoldierID iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{
/* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and