Convert to SoldierID

This commit is contained in:
Asdow
2024-11-17 22:29:31 +02:00
parent b6e8b0c5ff
commit ef9aa1b027
26 changed files with 318 additions and 319 deletions
+6 -6
View File
@@ -132,16 +132,16 @@ void RemoveActiveExplosionMarkers();
#define GASMASK_MIN_STATUS 70
// OJW - 20091028 - Explosion damage sync
BOOLEAN DamageSoldierFromBlast( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent, BOOL fFromRemoteClient = FALSE );
BOOLEAN DamageSoldierFromBlast( SoldierID ubPerson, SoldierID ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent, BOOL fFromRemoteClient = FALSE );
BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, SoldierID ubOwner, BOOL fFromRemoteClient = FALSE );
void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum, BOOL fFromRemoteClient = FALSE, BOOL fNewSmokeEffect = FALSE );
void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum, BOOL fFromRemoteClient = FALSE, BOOL fNewSmokeEffect = FALSE );
void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient = FALSE );
// Flugente: activate everything connected to a tripwire in the surrounding if sGridNo on level bLevel with regard to the tripwire netwrok and hierarchy determined by ubFlag
BOOLEAN ActivateSurroundingTripwire( SoldierID ubID, INT32 sGridNo, INT8 bLevel, UINT32 ubFlag );
// Flugente: A special function for tripwire gun traps. Search if pObj has a gun attached. If so, fire a shot from that gun in a specific direction. Afterwards place the gun on the ground
void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, UINT16 ubId, UINT8 ubDirection );
void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, SoldierID ubId, UINT8 ubDirection );
extern void ToggleActionItemsByFrequency( INT8 bFrequency );
extern void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj );
@@ -166,15 +166,15 @@ extern void HandleSeeingFortifiedDoor( UINT32 sGridNo );//Ja25 UB
void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist,
BOOLEAN *pfRecompileMovementCosts,
BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT16 ubOwner,
BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, SoldierID ubOwner,
INT8 bLevel,
UINT8 ubReason );
// Flugente: handle secondary explosive effects
void HandleBuddyExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection );
void HandleBuddyExplosions( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection );
// sevenfm: handle explosive items from attachments
BOOLEAN HandleAttachedExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj );
BOOLEAN HandleAttachedExplosions( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj );
void CheckForBuriedBombsAndRemoveFlags( INT32 sGridNo, INT8 bLevel );
UINT16 CalcTotalVolatility(OBJECTTYPE * pObj);
BOOLEAN FindBinderAttachment (OBJECTTYPE * pObj);