mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Use SoldierID
This commit is contained in:
@@ -1818,16 +1818,16 @@ void HandleFactForNPCUnescorted( UINT8 ubNPC )
|
||||
|
||||
void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum )
|
||||
{
|
||||
INT32 cnt;
|
||||
SOLDIERTYPE *pSoldier, *pSoldier2;
|
||||
INT8 bNumDone = 0;
|
||||
INT32 sGridNo = NOWHERE, sAdjustedGridNo;
|
||||
INT8 bItemIn;
|
||||
UINT8 ubDesiredMercDir;
|
||||
EXITGRID ExitGrid;
|
||||
INT32 iRandom = 0;
|
||||
UINT8 ubMineIndex;
|
||||
INT16 sX, sY, sX2, sY2;
|
||||
SoldierID cnt;
|
||||
SOLDIERTYPE *pSoldier, *pSoldier2;
|
||||
INT8 bNumDone = 0;
|
||||
INT32 sGridNo = NOWHERE, sAdjustedGridNo;
|
||||
INT8 bItemIn;
|
||||
UINT8 ubDesiredMercDir;
|
||||
EXITGRID ExitGrid;
|
||||
INT32 iRandom = 0;
|
||||
UINT8 ubMineIndex;
|
||||
INT16 sX, sY, sX2, sY2;
|
||||
|
||||
pSoldier2 = NULL;
|
||||
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Handling %s, action %d at %ld", gMercProfiles[ ubTargetNPC ].zNickname, usActionCode, GetJA2Clock() );
|
||||
@@ -1880,8 +1880,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
|
||||
// Squad here to search for...
|
||||
|
||||
// look for all mercs on the same team,
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
|
||||
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
|
||||
{
|
||||
pSoldier = cnt;
|
||||
// Are we in this sector, On the current squad?
|
||||
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
|
||||
{
|
||||
@@ -2170,8 +2171,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
|
||||
// look for all mercs on the same team,
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
|
||||
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
|
||||
{
|
||||
pSoldier = cnt;
|
||||
// Are we in this sector, On the current squad?
|
||||
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector )
|
||||
{
|
||||
@@ -3726,8 +3728,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
|
||||
{
|
||||
//HOSPITAL_PATIENT_DISTANCE
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
|
||||
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
|
||||
{
|
||||
pSoldier = cnt;
|
||||
// Are we in this sector, On the current squad?
|
||||
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && (pSoldier->stats.bLife < pSoldier->stats.bLifeMax || NumberOfDamagedStats(pSoldier) > 0) && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL && PythSpacesAway( pSoldier->sGridNo, pSoldier2->sGridNo ) < HOSPITAL_PATIENT_DISTANCE )
|
||||
{
|
||||
@@ -4578,9 +4581,9 @@ UINT32 CalcMedicalCost( UINT8 ubId )
|
||||
|
||||
INT32 sGridNo = pNPC->sGridNo;
|
||||
|
||||
for ( UINT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
|
||||
for ( SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
|
||||
{
|
||||
pSoldier = MercPtrs[ cnt ];
|
||||
pSoldier = cnt;
|
||||
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL )
|
||||
{
|
||||
if ( pSoldier->stats.bLife < pSoldier->stats.bLifeMax || NumberOfDamagedStats(pSoldier) > 0)
|
||||
@@ -4850,13 +4853,14 @@ void DialogueMessageBoxCallBack( UINT8 ubExitValue )
|
||||
{
|
||||
// He tried to lie.....
|
||||
// Find the best conscious merc with a chance....
|
||||
UINT16 cnt;
|
||||
SOLDIERTYPE * pLier = NULL;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
SoldierID cnt;
|
||||
SOLDIERTYPE *pLier = NULL;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++ )
|
||||
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
|
||||
{
|
||||
pSoldier = cnt;
|
||||
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->bBreath >= OKBREATH )
|
||||
{
|
||||
if (!pLier || (EffectiveWisdom( pSoldier ) + EffectiveLeadership( pSoldier ) > EffectiveWisdom( pLier ) + EffectiveLeadership( pSoldier ) ) )
|
||||
@@ -5016,13 +5020,13 @@ void DoneFadeInActionBasement( )
|
||||
{
|
||||
// Start conversation, etc
|
||||
SOLDIERTYPE *pSoldier, *pNPCSoldier;
|
||||
INT32 cnt;
|
||||
|
||||
// Look for someone to talk to
|
||||
// look for all mercs on the same team,
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
|
||||
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
|
||||
{
|
||||
pSoldier = cnt;
|
||||
// Are we in this sector, On the current squad?
|
||||
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user