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
+17 -15
View File
@@ -184,8 +184,8 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
// MercDailyUpdate() gets called every day at midnight. If something is to happen to a merc that day, add an event for it.
void MercDailyUpdate()
{
INT32 cnt;
UINT16 bLastTeamID;
SoldierID id;
SoldierID bLastTeamID;
SOLDIERTYPE *pSoldier;
//SOLDIERTYPE *pQuitList[ 21 ];
MERCPROFILESTRUCT *pProfile;
@@ -217,12 +217,13 @@ void MercDailyUpdate()
AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_2, 0 );
AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_3, 0 );
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; ++cnt,++pSoldier)
for ( ; id <= bLastTeamID; ++id)
{
pSoldier = id;
//if the merc is active
if ( ( pSoldier->bActive )&&( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
{
@@ -374,11 +375,10 @@ void MercDailyUpdate()
}
}
//r eset the counter
cnt = 0;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
//reset the counter
for ( id = 0; id <= bLastTeamID; ++id )
{
pSoldier = id;
//if the merc is active
if ( ( pSoldier->bActive )&&( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
{
@@ -402,7 +402,7 @@ void MercDailyUpdate()
// WANNE: Only send mails from the original 1.13 merc, and not from the wildfire merc,
// otherwise we get wrong mails cause of hardcoded Email.edt structure!!!!!
UINT16 numOriginalProfiles = 255;
for( cnt = 0; cnt < numOriginalProfiles; ++cnt)
for( UINT16 cnt = 0; cnt < numOriginalProfiles; ++cnt)
{
pProfile = &(gMercProfiles[ cnt ]);
@@ -900,7 +900,7 @@ void MercComplainAboutEquipment( UINT8 ubProfile )
void UpdateBuddyAndHatedCounters( void )
{
UINT16 bMercID, bOtherID, bLastTeamID;
SoldierID bMercID, bOtherID, bLastTeamID;
INT32 iLoop;
UINT8 ubOtherProfileID;
SOLDIERTYPE *pSoldier;
@@ -913,8 +913,9 @@ void UpdateBuddyAndHatedCounters( void )
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
for ( ; bMercID <= bLastTeamID; ++bMercID )
{
pSoldier = bMercID;
fSameGroupOnly = FALSE;
//if the merc is active and on a combat assignment
@@ -931,9 +932,9 @@ void UpdateBuddyAndHatedCounters( void )
fUpdatedTimeTillNextHatedComplaint = FALSE;
bOtherID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pOtherSoldier = MercPtrs[ bOtherID ]; bOtherID <= bLastTeamID; bOtherID++, pOtherSoldier++)
for ( ; bOtherID <= bLastTeamID; ++bOtherID )
{
pOtherSoldier = bOtherID;
// is this guy in the same sector and on active duty (or in the same moving group)
if (bOtherID != bMercID && pOtherSoldier->bActive && pOtherSoldier->bAssignment < ON_DUTY )
@@ -1248,15 +1249,16 @@ void UpdateBuddyAndHatedCounters( void )
void HourlyCamouflageUpdate( void )
{
UINT16 bMercID, bLastTeamID;
SoldierID bMercID, bLastTeamID;
SOLDIERTYPE * pSoldier;
BOOLEAN camoWoreOff = FALSE;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
for ( ; bMercID <= bLastTeamID; ++bMercID )
{
pSoldier = bMercID;
if ( pSoldier->bActive )
{
// SANDRO - new Ranger trait reduces camo degrading, which replaces camouflage trait