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
+6 -8
View File
@@ -5456,9 +5456,9 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
// merc recoeds - get a point to scouts
if ( fBloodCatAmbushPrevented )
{
for( UINT16 i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( pSoldier->sSectorX == pGroup->ubSectorX && pSoldier->sSectorY == pGroup->ubSectorY && pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && pSoldier->stats.bLife >= OKLIFE )
@@ -5939,12 +5939,10 @@ BOOLEAN ValidateGroups( GROUP *pGroup )
BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY )
{
BOOLEAN fScoutPresent = FALSE;
INT32 i;
// sevenfm: scout should not be sleeping, in vehicle or on assignment
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive &&
pSoldier->stats.bLife >= OKLIFE &&
pSoldier->sSectorX == ubSectorNumX &&
@@ -5982,9 +5980,9 @@ BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN a
if ( !gGameOptions.fNewTraitSystem )
return FALSE;
for ( int i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && SPY_LOCATION( pSoldier->bAssignment ) )
{
if ( pSoldier->sSectorX == ubSectorNumX && pSoldier->sSectorY == ubSectorNumY && pSoldier->bSectorZ == 10 )