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
+7 -10
View File
@@ -679,7 +679,6 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
INT8 bTownId = 0;
INT32 iLoyaltyChange = 0;
INT8 bSeenState = 0;
INT32 iCounter = 0;
SOLDIERTYPE *pCivSoldier = NULL;
UINT32 uiChanceFalseAccusal = 0;
INT8 bKillerTeam = 0;
@@ -789,10 +788,10 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
// check if LOS between any civ, killer and killed
// if so, then do not adjust
for( iCounter = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iCounter++ )
for( SoldierID iCounter = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++iCounter )
{
// set current civ soldier
pCivSoldier = MercPtrs[ iCounter ];
pCivSoldier = iCounter;
if ( pCivSoldier == pSoldier )
{
@@ -2129,13 +2128,12 @@ BOOLEAN DidFirstBattleTakePlaceInThisTown( INT8 bTownId )
UINT32 PlayerStrength( void )
{
UINT16 ubLoop;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE *pSoldier;
UINT32 uiStrength, uiTotal = 0;
for ( ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++ )
for ( SoldierID ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ ubLoop ];
pSoldier = ubLoop;
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector || (pSoldier->flags.fBetweenSectors && SECTORX( pSoldier->ubPrevSectorID ) == gWorldSectorX && SECTORY( pSoldier->ubPrevSectorID ) == gWorldSectorY && (pSoldier->bSectorZ == gbWorldSectorZ)) )
@@ -2151,13 +2149,12 @@ UINT32 PlayerStrength( void )
UINT32 EnemyStrength( void )
{
UINT16 ubLoop;
SOLDIERTYPE * pSoldier;
UINT32 uiStrength, uiTotal = 0;
for ( ubLoop = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
for ( SoldierID ubLoop = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ ubLoop ];
pSoldier = ubLoop;
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral )
{
// count this person's strength (condition), calculated as life reduced up to half according to maxbreath