Use SoldierID

This commit is contained in:
Asdow
2024-11-30 23:47:00 +02:00
parent 79b57c326e
commit de56f653ec
38 changed files with 454 additions and 461 deletions
+18 -15
View File
@@ -18407,12 +18407,12 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn
BOOLEAN IsAnyOneOnPlayersTeamOnThisAssignment( INT8 bAssignment )
{
SOLDIERTYPE *pSoldier = NULL;
for( INT32 iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++iCounter )
SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
for( ; id <= lastid; ++id)
{
// get the current soldier
pSoldier = &Menptr[ iCounter ];
SOLDIERTYPE *pSoldier = id;
// active?
if( pSoldier->bActive == FALSE )
@@ -18443,7 +18443,6 @@ void RebuildAssignmentsBox( void )
void BandageBleedingDyingPatientsBeingTreated( )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
SOLDIERTYPE *pDoctor = NULL;
INT32 iKitSlot;
@@ -18452,10 +18451,10 @@ void BandageBleedingDyingPatientsBeingTreated( )
UINT32 uiKitPtsUsed;
BOOLEAN fSomeoneStillBleedingDying = FALSE;
for( iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
{
// get the soldier
pSoldier = &Menptr[ iCounter ];
pSoldier = id;
// check if the soldier is currently active?
if( pSoldier->bActive == FALSE )
@@ -19601,9 +19600,11 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
fSomethingWasRepairedThisPass = FALSE;
// look for jammed guns on other soldiers in sector and unjam them
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
const SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
{
pOtherSoldier = MercPtrs[ bLoop ];
pOtherSoldier = id;
// check character is valid, alive, same sector, not between, has inventory, etc.
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
@@ -19621,9 +19622,11 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
pBestOtherSoldier = NULL;
// now look for items to repair on other mercs
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
const SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
{
pOtherSoldier = MercPtrs[ bLoop ];
pOtherSoldier = id;
// check character is valid, alive, same sector, not between, has inventory, etc.
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
@@ -22806,11 +22809,11 @@ BOOLEAN MercStaffsMilitaryHQ()
return TRUE;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
SoldierID lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( ; id <= lastid; ++id)
{
pSoldier = id;
if( pSoldier && pSoldier->bAssignment == FACILITY_STRATEGIC_MILITIA_MOVEMENT && pSoldier->flags.fMercAsleep == FALSE )
{
return TRUE;