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
+19 -19
View File
@@ -571,7 +571,7 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
// For this reason, we add a little helper variable that stores such a sector.
INT16 gsStrategicDiseaseOriginSector = -1;
#pragma optimize("", off)
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID )
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
{
SOLDIERTYPE Soldier;
INT32 cnt;
@@ -3076,7 +3076,7 @@ SOLDIERTYPE* TacticalCreateAdministrator()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3109,7 +3109,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3143,7 +3143,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3185,7 +3185,7 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3227,7 +3227,7 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3270,7 +3270,7 @@ SOLDIERTYPE* TacticalCreateEnemyRobot()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3313,7 +3313,7 @@ SOLDIERTYPE* TacticalCreateZombie()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3387,7 +3387,7 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if (gpBattleGroup &&
@@ -3428,7 +3428,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3454,7 +3454,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier = NULL;
// this needs the covert ops trait, and thus the new trait system
@@ -3503,9 +3503,9 @@ SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
return NULL;
UINT16 ubID = NOBODY;
SOLDIERTYPE* pSoldier = NULL;
SOLDIERCREATE_STRUCT MercCreateStruct;
SoldierID ubID = NOBODY;
SOLDIERTYPE* pSoldier = NULL;
SOLDIERCREATE_STRUCT MercCreateStruct;
MercCreateStruct.initialize( );
MercCreateStruct.bTeam = CIV_TEAM;
@@ -3602,7 +3602,7 @@ SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
// this needs the covert ops trait, and thus the new trait system
@@ -3667,7 +3667,7 @@ SOLDIERTYPE* TacticalCreateBandit()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3858,7 +3858,7 @@ void CreatePrisonerOfWar()
}
SOLDIERCREATE_STRUCT MercCreateStruct;
UINT16 ubID;
SoldierID ubID;
static INT8 bPowBodyType = REGMALE;
@@ -3940,7 +3940,7 @@ void CreateDownedPilot( )
while ( TileIsOutOfBounds( sGridNo ) || FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ) || TERRAIN_IS_WATER( gpWorldLevelData[sGridNo].ubTerrainID ) || GridNoNearPlayerMercs( sGridNo, 25 ) );
SOLDIERCREATE_STRUCT MercCreateStruct;
UINT16 ubID;
SoldierID ubID;
MercCreateStruct.initialize( );
MercCreateStruct.bTeam = CIV_TEAM;
@@ -4102,7 +4102,7 @@ void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID )
// Create guy # X
SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
UINT16 ubID;
SoldierID ubID;
INT32 usMapPos;
if ( GetMouseXY( &sGridX, &sGridY ) )