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
+9 -8
View File
@@ -253,12 +253,13 @@ void DecayStrategicMorale( SOLDIERTYPE * pSoldier )
void DecayTacticalMoraleModifiers( void )
{
SOLDIERTYPE * pSoldier;
UINT16 ubLoop, ubLoop2;
SoldierID ubLoop, ubLoop2;
BOOLEAN fHandleNervous;
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pSoldier++ )
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
{
pSoldier = ubLoop;
//if the merc is active, in Arulco
// CJC: decay modifiers while asleep! or POW!
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
@@ -313,10 +314,10 @@ void DecayTacticalMoraleModifiers( void )
{
// look for anyone else in same sector
fHandleNervous = TRUE;
for ( ubLoop2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop2++ )
for ( ubLoop2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop2 )
{
SOLDIERTYPE *pSoldier = MercPtrs[ubLoop2];
if ( pSoldier != pSoldier && pSoldier->bActive && pSoldier->sSectorX == pSoldier->sSectorX && pSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pSoldier->bSectorZ )
SOLDIERTYPE *pSoldier2 = ubLoop2;
if ( pSoldier2 != pSoldier && pSoldier2->bActive && pSoldier2->sSectorX == pSoldier->sSectorX && pSoldier2->sSectorY == pSoldier->sSectorY && pSoldier2->bSectorZ == pSoldier->bSectorZ )
{
// found someone!
fHandleNervous = FALSE;
@@ -361,11 +362,11 @@ void DecayTacticalMoraleModifiers( void )
void DecayStrategicMoraleModifiers( void )
{
SOLDIERTYPE * pSoldier;
UINT16 ubLoop;
SoldierID ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pSoldier++ )
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
{
pSoldier = ubLoop;
//if the merc is active, in Arulco
// CJC: decay modifiers while asleep! or POW!
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&