Convert to SoldierID

This commit is contained in:
Asdow
2024-11-17 20:41:09 +02:00
parent 9532fbfe2c
commit f50bdf99cc
22 changed files with 188 additions and 191 deletions
+11 -11
View File
@@ -569,7 +569,7 @@ void UpdateSelectedSoldier( UINT16 usSoldierID, BOOLEAN fSelect );
void CheckForFacePanelStartAnims( SOLDIERTYPE *pSoldier, INT16 sPanelX, INT16 sPanelY );
void HandleSoldierFaceFlash( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY );
BOOLEAN PlayerExistsInSlot( UINT16 ubID );
BOOLEAN PlayerExistsInSlot( SoldierID ubID );
void UpdateStatColor( UINT32 uiTimer, BOOLEAN fIncrease, BOOLEAN fDamaged, BOOLEAN fAugmented ); // SANDRO - added argument // Flugente - me too
extern void UpdateItemHatches();
@@ -6812,7 +6812,7 @@ void TMClickSecondHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
BOOLEAN PlayerExistsInSlot( UINT16 ubID )
BOOLEAN PlayerExistsInSlot( SoldierID ubID )
{
INT32 cnt;
@@ -6870,17 +6870,17 @@ BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT16 ubMercID )
}
void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
void AddPlayerToInterfaceTeamSlot( SoldierID ubID )
{
INT32 cnt;
// If we are a vehicle don't ever add.....
if ( MercPtrs[ ubID ]->flags.uiStatusFlags & SOLDIER_VEHICLE )
if ( ubID->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
return;
}
if ( !( MercPtrs[ ubID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
if ( !( ubID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
{
if ( !PlayerExistsInSlot( ubID ) )
{
@@ -6899,7 +6899,7 @@ void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
fInterfacePanelDirty = DIRTYLEVEL2;
// Set ID to do open anim
MercPtrs[ ubID ]->flags.fUInewMerc = TRUE;
ubID->flags.fUInewMerc = TRUE;
break;
}
@@ -6909,14 +6909,14 @@ void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
else
{
// anv: for passengers, position on team panel will be linked with seat in vehicle
if ( MercPtrs[ ubID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
if ( ubID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
{
SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubID ]->iVehicleId );
SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( ubID->iVehicleId );
if( pVehicle != NULL )
{
for( UINT8 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ MercPtrs[ ubID ]->iVehicleId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
for( UINT8 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ ubID->iVehicleId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
SOLDIERTYPE *pPassenger = pVehicleList[ MercPtrs[ ubID ]->iVehicleId ].pPassengers[ iCounter ];
SOLDIERTYPE *pPassenger = pVehicleList[ ubID->iVehicleId ].pPassengers[ iCounter ];
if( pPassenger != NULL && pPassenger->ubID == ubID )
{
gTeamPanel[ iCounter ].fOccupied = TRUE;
@@ -6929,7 +6929,7 @@ void AddPlayerToInterfaceTeamSlot( UINT16 ubID )
fInterfacePanelDirty = DIRTYLEVEL2;
// Set ID to do open anim
MercPtrs[ ubID ]->flags.fUInewMerc = TRUE;
ubID->flags.fUInewMerc = TRUE;
return;
}