Use SoldierID

This commit is contained in:
Asdow
2024-12-01 00:20:41 +02:00
parent 4e8c5fa9ab
commit e59d915e58
9 changed files with 158 additions and 135 deletions
+8 -9
View File
@@ -591,7 +591,7 @@ void CheckForDisabledForGiveItem( )
INT16 sDist;
INT32 sDestGridNo;
INT8 bDestLevel;
INT32 cnt;
SoldierID cnt;
SOLDIERTYPE *pSoldier;
SoldierID ubSrcSoldier;
@@ -614,8 +614,9 @@ void CheckForDisabledForGiveItem( )
{
// Go through each merc and see if there is one closeby....
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->stats.bLife >= OKLIFE && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( pSoldier ) && pSoldier->bInSector && IsMercOnCurrentSquad( pSoldier ) )
{
sDist = PythSpacesAway( gpSMCurrentMerc->sGridNo, pSoldier->sGridNo );
@@ -4511,9 +4512,9 @@ void BtnDropPackCallback(GUI_BUTTON *btn,INT32 reason)
if ( _KeyDown( SHIFT ) )
{
INT8 bAssignment = gpSMCurrentMerc->bAssignment;
for( int x = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; x <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; x++ )
for( SoldierID x = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; x <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++x )
{
SOLDIERTYPE *pSoldier = MercPtrs[x];
SOLDIERTYPE *pSoldier = x;
/* Is DropPackFlag currently false and is there something in the backpack pocket? If so, we haven't
dropped a pack yet and apparently want to*/
if(pSoldier->bAssignment == bAssignment && pSoldier->inv[BPACKPOCKPOS].exists() == true && !pSoldier->flags.DropPackFlag)
@@ -6437,13 +6438,12 @@ void CheckForFacePanelStartAnims( SOLDIERTYPE *pSoldier, INT16 sPanelX, INT16 sP
void FinishAnySkullPanelAnimations( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt2;
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt2++,pTeamSoldier++ )
for ( ; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt2 )
{
pTeamSoldier = cnt2;
if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife == 0 )
{
if ( pTeamSoldier->flags.fUIdeadMerc || pTeamSoldier->flags.fClosePanelToDie )
@@ -6455,7 +6455,6 @@ void FinishAnySkullPanelAnimations( )
}
}
}
}
void HandlePanelFaceAnimations( SOLDIERTYPE *pSoldier )