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
+19 -18
View File
@@ -282,9 +282,9 @@ void UpdateMilitia( MILITIA aMilitia )
SOLDIERTYPE* GetUsedSoldierToIndividualMilitia( UINT32 aMilitiaId )
{
for ( UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
for ( SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
{
SOLDIERTYPE *pSoldier = MercPtrs[cnt];
SOLDIERTYPE *pSoldier = cnt;
if ( pSoldier && pSoldier->bActive && pSoldier->usIndividualMilitiaID == aMilitiaId )
{
return pSoldier;
@@ -300,11 +300,11 @@ void ApplyTacticalLifeRatioToMilitia()
if ( !gGameExternalOptions.fIndividualMilitia )
return;
SOLDIERTYPE* pSoldier;
UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
{
@@ -326,11 +326,11 @@ void ApplyMilitiaHealthRatioToTactical()
if ( !gGameExternalOptions.fIndividualMilitia || !gGameExternalOptions.fIndividualMilitia_ManageHealth )
return;
SOLDIERTYPE* pSoldier;
UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
{
@@ -696,12 +696,12 @@ UINT32 GetIdOfUnusedIndividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
// fitting data found - now we have to make sure this one isn't already in use
BOOLEAN found = FALSE;
SOLDIERTYPE* pSoldier;
INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
if ( pSoldier && pSoldier->bActive && ( *it ).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId( pSoldier->usIndividualMilitiaID ) )
{
found = TRUE;
@@ -853,10 +853,11 @@ FLOAT PromoteIndividualMilitiaInSector( UINT8 aSector, FLOAT aPointsToAdd )
{
BOOLEAN changesnecessary = FALSE;
SOLDIERTYPE* pSoldier = NULL;
int cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )