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
+50 -50
View File
@@ -38,70 +38,70 @@
typedef struct TAG_anitile
{
struct TAG_anitile *pNext;
UINT32 uiFlags; // flags struct
UINT32 uiTimeLastUpdate; // Stuff for animated tiles
struct TAG_anitile *pNext;
UINT32 uiFlags; // flags struct
UINT32 uiTimeLastUpdate; // Stuff for animated tiles
LEVELNODE *pLevelNode;
UINT8 ubLevelID;
INT16 sCurrentFrame;
INT16 sStartFrame;
INT16 sDelay;
UINT16 usTileType;
UINT16 usNumFrames;
LEVELNODE *pLevelNode;
UINT8 ubLevelID;
INT16 sCurrentFrame;
INT16 sStartFrame;
INT16 sDelay;
UINT16 usTileType;
UINT16 usNumFrames;
UINT16 usMissAnimationPlayed;
UINT16 ubAttackerMissed;
INT16 sRelativeX;
INT16 sRelativeY;
INT16 sRelativeZ;
INT32 sGridNo;
UINT16 usTileIndex;
UINT16 usMissAnimationPlayed;
SoldierID ubAttackerMissed;
INT16 sRelativeX;
INT16 sRelativeY;
INT16 sRelativeZ;
INT32 sGridNo;
UINT16 usTileIndex;
UINT16 usCachedTileSubIndex; // sub Index
INT16 sCachedTileID; // Index into cached tile ID
UINT16 usCachedTileSubIndex; // sub Index
INT16 sCachedTileID; // Index into cached tile ID
UINT8 ubOwner;
UINT8 ubKeyFrame1;
UINT32 uiKeyFrame1Code;
UINT8 ubKeyFrame2;
UINT32 uiKeyFrame2Code;
UINT8 ubOwner;
UINT8 ubKeyFrame1;
UINT32 uiKeyFrame1Code;
UINT8 ubKeyFrame2;
UINT32 uiKeyFrame2Code;
UINT32 uiUserData;
UINT8 ubUserData2;
UINT32 uiUserData3;
UINT32 uiUserData;
UINT8 ubUserData2;
UINT32 uiUserData3;
INT8 bFrameCountAfterStart;
INT32 lightSprite;
INT8 bFrameCountAfterStart;
INT32 lightSprite;
} ANITILE;
typedef struct TAG_anitile_params
{
UINT32 uiFlags; // flags struct
UINT8 ubLevelID; // Level ID for rendering layer
INT16 sStartFrame; // Start frame
INT16 sDelay; // Delay time
UINT16 usTileType; // Tile databse type ( optional )
UINT16 usTileIndex; // Tile database index ( optional )
INT16 sX; // World X ( optional )
INT16 sY; // World Y ( optional )
INT16 sZ; // World Z ( optional )
INT32 sGridNo; // World GridNo
UINT32 uiFlags; // flags struct
UINT8 ubLevelID; // Level ID for rendering layer
INT16 sStartFrame; // Start frame
INT16 sDelay; // Delay time
UINT16 usTileType; // Tile databse type ( optional )
UINT16 usTileIndex; // Tile database index ( optional )
INT16 sX; // World X ( optional )
INT16 sY; // World Y ( optional )
INT16 sZ; // World Z ( optional )
INT32 sGridNo; // World GridNo
LEVELNODE *pGivenLevelNode; // Levelnode for existing tile ( optional )
CHAR8 zCachedFile[ 100 ]; // Filename for cached tile name ( optional )
LEVELNODE *pGivenLevelNode; // Levelnode for existing tile ( optional )
CHAR8 zCachedFile[ 100 ]; // Filename for cached tile name ( optional )
UINT8 ubOwner; // UBID for the owner
UINT8 ubKeyFrame1; // Key frame 1
UINT32 uiKeyFrame1Code; // Key frame code
UINT8 ubKeyFrame2; // Key frame 2
UINT32 uiKeyFrame2Code; // Key frame code
UINT8 ubOwner; // UBID for the owner
UINT8 ubKeyFrame1; // Key frame 1
UINT32 uiKeyFrame1Code; // Key frame code
UINT8 ubKeyFrame2; // Key frame 2
UINT32 uiKeyFrame2Code; // Key frame code
UINT32 uiUserData;
UINT8 ubUserData2;
UINT32 uiUserData3;
INT32 lightSprite;
UINT32 uiUserData;
UINT8 ubUserData2;
UINT32 uiUserData3;
INT32 lightSprite;
} ANITILE_PARAMS;