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Use SoldierID
This commit is contained in:
+14
-12
@@ -187,7 +187,6 @@ void ScheduleAirRaid( AIR_RAID_DEFINITION *pAirRaidDef )
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BOOLEAN BeginAirRaid( )
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{
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INT32 cnt=0;
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BOOLEAN fOK = FALSE;
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SOLDIERTYPE *pSoldier;
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gfQuoteSaid = FALSE;
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@@ -215,9 +214,10 @@ BOOLEAN BeginAirRaid( )
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// Do we have any guys in here...
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginAirRaid: check for mercs: first id = %d, last id = %d ",gTacticalStatus.Team[ gbPlayerNum ].bFirstID, gTacticalStatus.Team[ gbPlayerNum ].bLastID));
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginAirRaid: soldier id = %d, active = %d",pSoldier->ubID,pSoldier->bActive));
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if ( pSoldier->bActive )
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{
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@@ -309,18 +309,18 @@ INT32 PickLocationNearAnyMercInSector( )
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt=0;
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// Loop through all our guys and randomly say one from someone in our sector
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"PickLocationNearAnyMercInSector");
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// set up soldier ptr as first element in mercptrs list
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickLocationNearAnyMercInSector: total guys = %d", gTacticalStatus.Team[ gbPlayerNum ].bLastID));
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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// Add guy if he's a candidate...
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickLocationNearAnyMercInSector: looping %d",cnt));
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if ( OK_INSECTOR_MERC( pTeamSoldier ) )
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@@ -1057,9 +1057,10 @@ void HandleAirRaid( )
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleAirRaid: check for mercs: first id = %d, last id = %d ",gTacticalStatus.Team[ gbPlayerNum ].bFirstID, gTacticalStatus.Team[ gbPlayerNum ].bLastID));
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SOLDIERTYPE * pSoldier;
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BOOLEAN fOK = FALSE;
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int cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleAirRaid: soldier id = %d, active = %d",pSoldier->ubID,pSoldier->bActive));
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if ( pSoldier->bActive )
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{
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@@ -1447,12 +1448,12 @@ void EndAirRaid( )
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if ( !gTacticalStatus.Team[ ENEMY_TEAM ].bTeamActive && !gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive )
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{
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SOLDIERTYPE * pTeamSoldier;
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INT32 cnt;
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// Loop through all militia and restore them to peaceful status
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cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++,pTeamSoldier++)
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SoldierID cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
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{
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pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
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@@ -1462,8 +1463,9 @@ void EndAirRaid( )
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cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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// Loop through all civs and restore them to peaceful status
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++,pTeamSoldier++)
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for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
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{
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pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
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