Convert to SoldierID

This commit is contained in:
Asdow
2024-11-18 01:01:57 +02:00
parent 657097aa54
commit f49013307f
20 changed files with 175 additions and 165 deletions
+12 -12
View File
@@ -1420,7 +1420,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
}
void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
void DetermineCursorBodyLocation( SoldierID ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
{
INT32 usMapPos;
SOLDIERTYPE *pTargetSoldier = NULL, *pSoldier;
@@ -1429,7 +1429,7 @@ void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN
BOOLEAN fOnGuy = FALSE;
LEVELNODE *pNode;
pSoldier = MercPtrs[ ubSoldierID ];
pSoldier = ubSoldierID;
if ( gTacticalStatus.ubAttackBusyCount > 0 )
{
@@ -2263,10 +2263,10 @@ UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActiv
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, EMPTY_BLOOD_BAG ) )
{
// is there a person here?
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->IsValidBloodDonor() )
if ( usSoldierIndex != pSoldier->ubID && usSoldierIndex->IsValidBloodDonor() )
return BLOODBAG_GREY_UICURSOR;
}
}
@@ -2298,10 +2298,10 @@ UINT8 HandleSplintCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
}
// is there a person here?
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->CanReceiveSplint() )
if ( usSoldierIndex != pSoldier->ubID && usSoldierIndex->CanReceiveSplint() )
return SPLINT_GREY_UICURSOR;
}
}
@@ -2384,8 +2384,8 @@ UINT8 HandleHandcuffCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, HANDCUFFS ) )
{
// is there a person here?
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if (usSoldierIndex != NOBODY && MercPtrs[usSoldierIndex] && MercPtrs[usSoldierIndex]->bVisible >= 0 && MercPtrs[usSoldierIndex]->CanBeCaptured())
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if (usSoldierIndex != NOBODY && usSoldierIndex->bVisible >= 0 && usSoldierIndex->CanBeCaptured())
{
return( HANDCUFF_GREY_UICURSOR );
}
@@ -2406,8 +2406,8 @@ UINT8 HandleApplyItemCursor(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
if (ItemCanBeAppliedToOthers((&(pSoldier->inv[HANDPOS]))->usItem))
{
// is there a person here?
UINT16 ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
SoldierID ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && ubPerson->bVisible >= 0)
{
return(APPLYITEM_GREY_UICURSOR);
}
@@ -3022,8 +3022,8 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( GetMouseMapPos( &usMapPos ) )
{
// is there a person here?
UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
SoldierID ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && ubPerson->bVisible >= 0)
{
ubCursor = APPLYITEMCURS;
}