mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Use SoldierID
This commit is contained in:
+19
-19
@@ -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 ) )
|
||||
|
||||
Reference in New Issue
Block a user