Convert SOLDIERTYPE->ubAttackerID to SoldierID

This commit is contained in:
Asdow
2024-11-15 22:51:48 +02:00
parent 9079f2e0c1
commit ee429fd1f4
8 changed files with 35 additions and 35 deletions
+2 -2
View File
@@ -85,7 +85,7 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
//add to the history log the fact that the merc died and the circumstances
if( pSoldier->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldier->ubAttackerID ];
pKiller = pSoldier->ubAttackerID;
}
// CJC Nov 11, 2002
@@ -141,7 +141,7 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
gMercProfiles[ pSoldier->ubProfile ].ubSuspiciousDeath = VERY_SUSPICIOUS_DEATH;
}
// if killed by someone on our team, or while there weren't any opponents around
else if (Menptr[ pSoldier->ubAttackerID ].bTeam == OUR_TEAM || !gTacticalStatus.fEnemyInSector )
else if (pSoldier->ubAttackerID->bTeam == OUR_TEAM || !gTacticalStatus.fEnemyInSector )
{
// cause insurance company to suspect fraud and investigate this claim
gMercProfiles[ pSoldier->ubProfile ].ubSuspiciousDeath = SUSPICIOUS_DEATH;
+4 -4
View File
@@ -740,13 +740,13 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
}
*/
// set killer team
bKillerTeam = Menptr[ pSoldier->ubAttackerID ].bTeam;
bKillerTeam = pSoldier->ubAttackerID->bTeam;
// if the player did the killing
if( bKillerTeam == OUR_TEAM )
{
SOLDIERTYPE *pKiller = MercPtrs[ pSoldier->ubAttackerID ];
SOLDIERTYPE *pKiller = pSoldier->ubAttackerID;
// apply morale penalty for killing a civilian!
HandleMoraleEvent( pKiller, MORALE_KILLED_CIVILIAN, pKiller->sSectorX, pKiller->sSectorY, pKiller->bSectorZ );
@@ -800,7 +800,7 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
}
// killer seen by civ?
if ( SoldierToSoldierLineOfSightTest( pCivSoldier, MercPtrs[ pSoldier->ubAttackerID ], TRUE, gGameExternalOptions.ubStraightSightRange ) != 0 )
if ( SoldierToSoldierLineOfSightTest( pCivSoldier, pSoldier->ubAttackerID, TRUE, gGameExternalOptions.ubStraightSightRange ) != 0 )
{
bSeenState |= 1;
}
@@ -908,7 +908,7 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
case CREATURE_TEAM:
// killed by a monster - make sure it was one
if( ( Menptr[ pSoldier->ubAttackerID ].ubBodyType >= ADULTFEMALEMONSTER ) && ( Menptr[ pSoldier->ubAttackerID ].ubBodyType <= QUEENMONSTER ) )
if( ( pSoldier->ubAttackerID->ubBodyType >= ADULTFEMALEMONSTER ) && ( pSoldier->ubAttackerID->ubBodyType <= QUEENMONSTER ) )
{
// increase for the extreme horror of being killed by a monster
iLoyaltyChange *= MULTIPLIER_FOR_MURDER_BY_MONSTER;