Space Viking's many mercs changes plus numerous generic bug fixes

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
SpaceViking
2009-01-15 01:26:13 +00:00
parent f64f58fbf8
commit f26095d86f
138 changed files with 3493 additions and 3265 deletions
+12 -9
View File
@@ -345,7 +345,7 @@ void SwapBestSightingPositions( INT8 bPos1, INT8 bPos2 )
void ReevaluateBestSightingPosition( SOLDIERTYPE * pSoldier, INT8 bInterruptDuelPts )
{
UINT8 ubLoop, ubLoop2;
UINT8 ubLoop, ubLoop2;
BOOLEAN fFound = FALSE;
BOOLEAN fPointsGotLower = FALSE;
@@ -459,7 +459,7 @@ void HandleBestSightingPositionInRealtime( void )
// This function is called for handling interrupts when opening a door in non-combat or
// just sighting in non-combat, deciding who gets the first turn
UINT8 ubLoop;
UINT8 ubLoop;
if ( gfDelayResolvingBestSightingDueToDoor )
{
@@ -533,7 +533,7 @@ void HandleBestSightingPositionInTurnbased( void )
{
// This function is called for handling interrupts when opening a door in turnbased
UINT8 ubLoop, ubLoop2;
UINT8 ubLoop, ubLoop2;
BOOLEAN fOk = FALSE;
if ( gubBestToMakeSighting[ 0 ] != NOBODY )
@@ -629,7 +629,7 @@ void InitSightArrays( void )
void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID )
{
UINT8 ubLoop;
UINT8 ubLoop;
Assert( gubNumShouldBecomeHostileOrSayQuote < SHOULD_BECOME_HOSTILE_SIZE );
@@ -654,7 +654,7 @@ void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID )
UINT8 SelectSpeakerFromHostileOrSayQuoteList( void )
{
UINT8 ubProfileList[ SHOULD_BECOME_HOSTILE_SIZE ]; // NB list of merc IDs, not profiles!
UINT8 ubLoop, ubNumProfiles = 0;
UINT8 ubLoop, ubNumProfiles = 0;
SOLDIERTYPE * pSoldier;
for ( ubLoop = 0; ubLoop < gubNumShouldBecomeHostileOrSayQuote; ubLoop++ )
@@ -823,7 +823,9 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
} // end of SIGHT_LOOK
// if we've been told that interrupts are possible as a result of sighting
if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && (ubSightFlags & SIGHT_INTERRUPT))
if ((gTacticalStatus.uiFlags & TURNBASED) &&
(gTacticalStatus.uiFlags & INCOMBAT) &&
(ubSightFlags & SIGHT_INTERRUPT))
{
ResolveInterruptsVs( pSoldier, SIGHTINTERRUPT );
}
@@ -931,7 +933,8 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
void OurTeamRadiosRandomlyAbout(UINT8 ubAbout)
{
INT32 iLoop;
INT8 radioCnt = 0,radioMan[20];
// WDS - make number of mercenaries, etc. be configurable
INT8 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
SOLDIERTYPE *pSoldier;
@@ -1356,7 +1359,7 @@ void TurnOffEveryonesMuzzleFlashes( void )
void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam )
{
UINT8 ubLoop;
UINT8 ubLoop;
SOLDIERTYPE * pSoldier;
for (ubLoop = gTacticalStatus.Team[ ubTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ ubTeam ].bLastID; ubLoop++)
@@ -7066,7 +7069,7 @@ INT8 GetHighestWatchedLocPoints( UINT8 ubID )
void CommunicateWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel, UINT8 ubPoints )
{
UINT8 ubLoop;
UINT8 ubLoop;
INT8 bTeam, bLoopPoint, bPoint;
bTeam = MercPtrs[ ubID ]->bTeam;