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
+16 -17
View File
@@ -2285,14 +2285,13 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
void SOLDIERTYPE::DoNinjaAttack( void )
{
//UINT32 uiMercFlags;
UINT16 usSoldierIndex;
SOLDIERTYPE *pTSoldier;
UINT8 ubTDirection;
UINT8 ubTargetStance;
//UINT32 uiMercFlags;
SOLDIERTYPE *pTSoldier;
UINT8 ubTDirection;
UINT8 ubTargetStance;
usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel );
SoldierID usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
GetSoldier( &pTSoldier, usSoldierIndex );
@@ -9449,8 +9448,8 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof(void)
return;//hayden disable climbing roof
}
INT8 bNewDirection;
UINT16 ubWhoIsThere;
INT8 bNewDirection;
SoldierID ubWhoIsThere;
if (FindHeigherLevel(this, this->sGridNo, this->ubDirection, &bNewDirection) && (this->pathing.bLevel == 0))
{
@@ -9623,8 +9622,8 @@ void SOLDIERTYPE::BeginSoldierClimbWindow( void )
void SOLDIERTYPE::BeginSoldierClimbWall( void )
{
INT8 bNewDirection;
UINT16 ubWhoIsThere;
INT8 bNewDirection;
SoldierID ubWhoIsThere;
if ( FindWallJumpDirection( this, this->sGridNo, this->ubDirection, &bNewDirection ) && (this->pathing.bLevel == 0) )
{
@@ -9660,8 +9659,8 @@ void SOLDIERTYPE::BeginSoldierClimbWall( void )
void SOLDIERTYPE::BeginSoldierClimbWallUp( void )
{
INT8 bNewDirection;
UINT16 ubWhoIsThere;
INT8 bNewDirection;
SoldierID ubWhoIsThere;
if ( FindLowerLevelWall( this, this->sGridNo, this->ubDirection, &bNewDirection ) && (this->pathing.bLevel > 0) )
{
@@ -11309,8 +11308,8 @@ BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void )
void SOLDIERTYPE::BeginSoldierClimbDownRoof(void)
{
INT8 bNewDirection;
UINT16 ubWhoIsThere;
INT8 bNewDirection;
SoldierID ubWhoIsThere;
if (FindLowerLevel(this, this->sGridNo, this->ubDirection, &bNewDirection) && (this->pathing.bLevel > 0))
{
@@ -12469,7 +12468,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
{
SOLDIERTYPE *pTSoldier;
//UINT32 uiMercFlags;
UINT16 usSoldierIndex;
SoldierID usSoldierIndex;
UINT8 ubTDirection;
ROTTING_CORPSE *pCorpse;
@@ -12692,7 +12691,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
BOOLEAN fMartialArtist = FALSE;
SOLDIERTYPE *pTSoldier;
//UINT32 uiMercFlags;
UINT16 usSoldierIndex;
SoldierID usSoldierIndex;
UINT8 ubTDirection;
UINT16 usItem;
@@ -15148,7 +15147,7 @@ void SOLDIERTYPE::InventoryExplosion( void )
}
// Flugente: do we currently provide ammo (pAmmoSlot) for someone else's (pubId) gun (pGunSlot)?
BOOLEAN SOLDIERTYPE::IsFeedingExternal( UINT16 * pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT16 * pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2 )
BOOLEAN SOLDIERTYPE::IsFeedingExternal( SoldierID * pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, SoldierID * pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2 )
{
// make sure we have to check this...
if ( gGameExternalOptions.ubExternalFeeding == 0 )