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
+4 -4
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@@ -6926,12 +6926,12 @@ BOOLEAN SaveSoldierStructure( HWFILE hFile )
BOOLEAN LoadSoldierStructure( HWFILE hFile ) BOOLEAN LoadSoldierStructure( HWFILE hFile )
{ {
UINT16 cnt; UINT16 cnt;
UINT32 uiNumBytesRead=0; UINT32 uiNumBytesRead=0;
UINT16 ubId; SoldierID ubId;
UINT8 ubOne = 1; UINT8 ubOne = 1;
UINT8 ubActive = 1; UINT8 ubActive = 1;
UINT32 uiPercentage; UINT32 uiPercentage;
SOLDIERTYPE SavedSoldierInfo; SOLDIERTYPE SavedSoldierInfo;
//Loop through all the soldier and delete them all //Loop through all the soldier and delete them all
+4 -4
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@@ -1082,7 +1082,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input; send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input;
SOLDIERTYPE *pSoldier; SOLDIERTYPE *pSoldier;
UINT16 iNewIndex; SoldierID iNewIndex;
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE; BOOLEAN fReturn = FALSE;
@@ -1097,7 +1097,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ; TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ;
pSoldier = &Menptr[iNewIndex]; pSoldier = iNewIndex;
pSoldier->flags.uiStatusFlags |= SOLDIER_PC; pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED; gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
@@ -1290,7 +1290,7 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct )
void recieveAI (RPCParameters *rpcParameters) void recieveAI (RPCParameters *rpcParameters)
{ {
UINT16 iNewIndex; SoldierID iNewIndex;
SOLDIERTYPE *pSoldier; SOLDIERTYPE *pSoldier;
AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input; AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input;
@@ -1354,7 +1354,7 @@ void recieveAI (RPCParameters *rpcParameters)
new_standard_data.fPlayerPlan=1; new_standard_data.fPlayerPlan=1;
TacticalCreateSoldier( &new_standard_data, &iNewIndex ); TacticalCreateSoldier( &new_standard_data, &iNewIndex );
pSoldier = &Menptr[iNewIndex]; pSoldier = iNewIndex;
pSoldier->flags.uiStatusFlags |= SOLDIER_PC; pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
AddSoldierToSector( iNewIndex ); AddSoldierToSector( iNewIndex );
+1 -1
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@@ -3749,7 +3749,7 @@ void CreateTempPlayerMerc()
{ {
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
static INT32 iSoldierCount=0; static INT32 iSoldierCount=0;
UINT16 ubID; SoldierID ubID;
//Init the merc create structure with basic information //Init the merc create structure with basic information
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM; MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
+1 -1
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@@ -2995,7 +2995,7 @@ void AddNPCToGridNo( INT32 iGridNo )
{ {
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sSectorX, sSectorY; INT16 sSectorX, sSectorY;
UINT16 ubID; SoldierID ubID;
GetCurrentWorldSector( &sSectorX, &sSectorY ); GetCurrentWorldSector( &sSectorX, &sSectorY );
MercCreateStruct.bTeam = CIV_TEAM; MercCreateStruct.bTeam = CIV_TEAM;
+5 -5
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@@ -37,12 +37,12 @@ BOOLEAN BeginUIPlan( SOLDIERTYPE *pSoldier )
BOOLEAN AddUIPlan( INT32 sGridNo, UINT8 ubPlanID ) BOOLEAN AddUIPlan( INT32 sGridNo, UINT8 ubPlanID )
{ {
SOLDIERTYPE *pPlanSoldier; SOLDIERTYPE *pPlanSoldier;
INT16 sXPos, sYPos; INT16 sXPos, sYPos;
INT16 sAPCost = 0; INT16 sAPCost = 0;
INT8 bDirection; INT8 bDirection;
INT32 iLoop; INT32 iLoop;
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
UINT16 ubNewIndex; SoldierID ubNewIndex;
// Depeding on stance and direction facing, add guy! // Depeding on stance and direction facing, add guy!
+1 -1
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@@ -127,7 +127,7 @@ UINT16 GetInitialHeliRandomTime();
INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc) INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
{ {
SOLDIERTYPE *pSoldier; SOLDIERTYPE *pSoldier;
UINT16 iNewIndex; SoldierID iNewIndex;
UINT8 ubCurrentSoldier = pHireMerc->ubProfileID; UINT8 ubCurrentSoldier = pHireMerc->ubProfileID;
MERCPROFILESTRUCT *pMerc; MERCPROFILESTRUCT *pMerc;
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
+8 -8
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@@ -1155,14 +1155,14 @@ INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier )
void AddCrowToCorpse( ROTTING_CORPSE *pCorpse ) void AddCrowToCorpse( ROTTING_CORPSE *pCorpse )
{ {
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
INT8 ubBodyType = CROW; INT8 ubBodyType = CROW;
UINT16 iNewIndex; SoldierID iNewIndex;
INT32 sGridNo; INT32 sGridNo;
UINT8 ubDirection; UINT8 ubDirection;
SOLDIERTYPE *pSoldier; SOLDIERTYPE *pSoldier;
//DBrot: More Rooms //DBrot: More Rooms
//UINT8 ubRoomNum; //UINT8 ubRoomNum;
UINT16 usRoomNum; UINT16 usRoomNum;
// No crows inside :( // No crows inside :(
if ( InARoom( pCorpse->def.sGridNo, &usRoomNum ) ) if ( InARoom( pCorpse->def.sGridNo, &usRoomNum ) )
{ {
@@ -2918,7 +2918,7 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
MercCreateStruct.fVisible = TRUE; MercCreateStruct.fVisible = TRUE;
UINT16 iNewIndex; SoldierID iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, &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 /* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and
+19 -19
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@@ -571,7 +571,7 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
// For this reason, we add a little helper variable that stores such a sector. // For this reason, we add a little helper variable that stores such a sector.
INT16 gsStrategicDiseaseOriginSector = -1; INT16 gsStrategicDiseaseOriginSector = -1;
#pragma optimize("", off) #pragma optimize("", off)
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID ) SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
{ {
SOLDIERTYPE Soldier; SOLDIERTYPE Soldier;
INT32 cnt; INT32 cnt;
@@ -3076,7 +3076,7 @@ SOLDIERTYPE* TacticalCreateAdministrator()
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3109,7 +3109,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop()
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3143,7 +3143,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy()
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3185,7 +3185,7 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3227,7 +3227,7 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( )
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3270,7 +3270,7 @@ SOLDIERTYPE* TacticalCreateEnemyRobot()
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3313,7 +3313,7 @@ SOLDIERTYPE* TacticalCreateZombie()
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3387,7 +3387,7 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY )
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if (gpBattleGroup && if (gpBattleGroup &&
@@ -3428,7 +3428,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3454,7 +3454,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier = NULL; SOLDIERTYPE * pSoldier = NULL;
// this needs the covert ops trait, and thus the new trait system // 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 ) if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
return NULL; return NULL;
UINT16 ubID = NOBODY; SoldierID ubID = NOBODY;
SOLDIERTYPE* pSoldier = NULL; SOLDIERTYPE* pSoldier = NULL;
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
MercCreateStruct.initialize( ); MercCreateStruct.initialize( );
MercCreateStruct.bTeam = CIV_TEAM; MercCreateStruct.bTeam = CIV_TEAM;
@@ -3602,7 +3602,7 @@ SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
// this needs the covert ops trait, and thus the new trait system // this needs the covert ops trait, and thus the new trait system
@@ -3667,7 +3667,7 @@ SOLDIERTYPE* TacticalCreateBandit()
{ {
BASIC_SOLDIERCREATE_STRUCT bp; BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp; SOLDIERCREATE_STRUCT pp;
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE * pSoldier; SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3858,7 +3858,7 @@ void CreatePrisonerOfWar()
} }
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
UINT16 ubID; SoldierID ubID;
static INT8 bPowBodyType = REGMALE; 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 ) ); while ( TileIsOutOfBounds( sGridNo ) || FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ) || TERRAIN_IS_WATER( gpWorldLevelData[sGridNo].ubTerrainID ) || GridNoNearPlayerMercs( sGridNo, 25 ) );
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
UINT16 ubID; SoldierID ubID;
MercCreateStruct.initialize( ); MercCreateStruct.initialize( );
MercCreateStruct.bTeam = CIV_TEAM; MercCreateStruct.bTeam = CIV_TEAM;
@@ -4102,7 +4102,7 @@ void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID )
// Create guy # X // Create guy # X
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY; INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
UINT16 ubID; SoldierID ubID;
INT32 usMapPos; INT32 usMapPos;
if ( GetMouseXY( &sGridX, &sGridY ) ) if ( GetMouseXY( &sGridX, &sGridY ) )
+1 -1
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@@ -460,7 +460,7 @@ void RandomizeNewSoldierStats( SOLDIERCREATE_STRUCT *pCreateStruct );
//Kris: //Kris:
//Modified return type from BOOLEAN to SOLDIERTYPE* //Modified return type from BOOLEAN to SOLDIERTYPE*
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID ); SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID );
//Randomly generated enemies used by strategic AI. //Randomly generated enemies used by strategic AI.
SOLDIERTYPE* TacticalCreateAdministrator(); SOLDIERTYPE* TacticalCreateAdministrator();
+2 -2
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@@ -582,7 +582,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
UINT8 ubProfile; UINT8 ubProfile;
SOLDIERCREATE_STRUCT tempDetailedPlacement; SOLDIERCREATE_STRUCT tempDetailedPlacement;
SOLDIERTYPE *pSoldier; SOLDIERTYPE *pSoldier;
UINT16 ubID; SoldierID ubID;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddPlacementToWorld")); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddPlacementToWorld"));
// First check if this guy has a profile and if so check his location such that it matches! // First check if this guy has a profile and if so check his location such that it matches!
@@ -2659,7 +2659,7 @@ void AddProfilesUsingProfileInsertionData()
if( !pSoldier ) if( !pSoldier )
{ //Create a new soldier, as this one doesn't exist { //Create a new soldier, as this one doesn't exist
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
UINT16 ubID; SoldierID ubID;
//Set up the create struct so that we can properly create the profile soldier. //Set up the create struct so that we can properly create the profile soldier.
MercCreateStruct.initialize(); MercCreateStruct.initialize();
+9 -9
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@@ -1559,19 +1559,19 @@ SOLDIERTYPE * FindSoldierByProfileID( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnl
SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam ) SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
{ {
UINT16 ubID; SoldierID ubID;
SOLDIERTYPE *pNewSoldier = NULL; SOLDIERTYPE *pNewSoldier = NULL;
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
UINT32 cnt; UINT32 cnt;
INT32 sOldGridNo; INT32 sOldGridNo;
UINT16 ubOldID; SoldierID ubOldID;
UINT32 uiOldUniqueId; UINT32 uiOldUniqueId;
UINT32 uiSlot; UINT32 uiSlot;
SOLDIERTYPE *pGroupMember; SOLDIERTYPE *pGroupMember;
BOOLEAN success; BOOLEAN success;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ChangeSoldierTeam")); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ChangeSoldierTeam"));
+5 -5
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@@ -5471,7 +5471,7 @@ void CreateNextCivType()
MercCreateStruct.sInsertionGridNo = usMapPos; MercCreateStruct.sInsertionGridNo = usMapPos;
RandomizeNewSoldierStats( &MercCreateStruct ); RandomizeNewSoldierStats( &MercCreateStruct );
UINT16 iNewIndex; SoldierID iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{ {
AddSoldierToSector( iNewIndex ); AddSoldierToSector( iNewIndex );
@@ -5518,7 +5518,7 @@ void CreateCow()
MercCreateStruct.sInsertionGridNo = usMapPos; MercCreateStruct.sInsertionGridNo = usMapPos;
RandomizeNewSoldierStats( &MercCreateStruct ); RandomizeNewSoldierStats( &MercCreateStruct );
UINT16 iNewIndex; SoldierID iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{ {
AddSoldierToSector( iNewIndex ); AddSoldierToSector( iNewIndex );
@@ -5547,7 +5547,7 @@ void CreateBloodCat()
MercCreateStruct.sInsertionGridNo = usMapPos; MercCreateStruct.sInsertionGridNo = usMapPos;
RandomizeNewSoldierStats( &MercCreateStruct ); RandomizeNewSoldierStats( &MercCreateStruct );
UINT16 iNewIndex; SoldierID iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{ {
AddSoldierToSector( iNewIndex ); AddSoldierToSector( iNewIndex );
@@ -5577,7 +5577,7 @@ void CreatePlayerControlledCow()
RandomizeNewSoldierStats( &MercCreateStruct ); RandomizeNewSoldierStats( &MercCreateStruct );
UINT16 iNewIndex; SoldierID iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{ {
AddSoldierToSector( iNewIndex ); AddSoldierToSector( iNewIndex );
@@ -5642,7 +5642,7 @@ void CreatePlayerControlledMonster()
if ( GetMouseMapPos( &usMapPos ) ) if ( GetMouseMapPos( &usMapPos ) )
{ {
SOLDIERCREATE_STRUCT MercCreateStruct; SOLDIERCREATE_STRUCT MercCreateStruct;
UINT16 iNewIndex; SoldierID iNewIndex;
MercCreateStruct.ubProfile = NO_PROFILE; MercCreateStruct.ubProfile = NO_PROFILE;
MercCreateStruct.sSectorX = gWorldSectorX; MercCreateStruct.sSectorX = gWorldSectorX;