Asdow
2e92da4e12
Convert to SoldierID
2024-11-17 16:43:39 +02:00
Asdow
f39078357b
Remove unused function parameters
2024-11-17 16:39:13 +02:00
Asdow
2e147d4bd7
Convert to SoldierID
2024-11-17 16:35:26 +02:00
Asdow
274be524e6
More functions converted to SoldierID
2024-11-17 16:25:12 +02:00
Asdow
34f0b40f93
Convert functions and globals to SoldierID
2024-11-17 14:53:52 +02:00
Asdow
f58cf588a6
Mark TacticalStatusType::sSlideReason as _UNUSED
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Removed from function call parameters at the same time.
It was supplied to SlideTo, SlideToLocation and SoldierLocationRelativeToScreen but was never used.
2024-11-17 14:20:37 +02:00
Asdow
30e6b9008c
SetUIBusy() & UnSetUIBusy() to SoldierID
2024-11-17 11:15:39 +02:00
Asdow
ab94d33bec
PlaySoldierJA2Sample() to SoldierID
2024-11-17 10:36:10 +02:00
Asdow
3fe6e4f3d8
GetSoldier() to SoldierID
2024-11-17 10:33:29 +02:00
Asdow
3e1c87f53c
Remove unused global gusOldSelectedSoldier
2024-11-17 10:27:42 +02:00
Asdow
cbf53f8848
TacticalStatusType::ubLastRequesterSurgeryTargetID to SoldierID
2024-11-17 10:26:01 +02:00
Asdow
f0be44bb42
Convert to SoldierID
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TacticalStatusType::ubEnemySightingOnTheirTurnEnemyID
TacticalStatusType::ubEnemySightingOnTheirTurnPlayerID
TacticalTeamType::ubLastMercToRadio
2024-11-17 10:23:01 +02:00
Asdow
61c5a41bea
LocateSoldier() & HandleMercLeavingEquipmentInDrassen() & HandleMercLeavingEquipmentInOmerta()
2024-11-17 01:35:49 +02:00
Asdow
c475f9e4e6
Convert MapScreenCharacterSt::usSolID to SoldierID
2024-11-17 01:25:00 +02:00
Asdow
2918801f75
AddSoldierToSector & OBJECTTYPE::soldierID changed to SoldierID
2024-11-16 20:55:08 +02:00
Asdow
42d5ecb923
HandleLeavingOfEquipmentInCurrentSector() to SoldierID
2024-11-16 20:09:14 +02:00
Asdow
cd720a639a
Fix Dismiss Merc not working after selecting several soldiers
2024-11-16 19:25:44 +02:00
Asdow
d28d46d974
SOLDIERTYPE::bOverrideMoveSpeed to SoldierID
2024-11-16 16:28:48 +02:00
Asdow
edb26a68fe
Guard against array out of bounds access
2024-11-16 16:25:28 +02:00
Asdow and GitHub
1cd94cda23
Fix inventory cloning bug ( #338 )
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- If we have a sector already loaded (eg. Drassen airport)
- Squad in a different sector encounters enemies and goes to autoresolve
- After pressing DONE in autoresolve screen -> we miss calling the TrashWorld() function in CheckAndHandleUnloadingOfCurrentWorld() due to battle sector not being the same as loaded sector.
- Selected sector gets reset from Drassen airport to invalid values by same function
- Now we have the loaded sector's whole inventory existing in gWorldItems
- Enter any other sector in tactical mode and the gWorldItems gets added into its sector inventory in EnterSector()
Because the TrashItems() work in a way where it only sets gWorldItems elements to not existing if it finds them in a loaded map's structure data, we will pretty much always have that original bugged out set of items present in gWorlItems and they will constantly be added to sector inventories from then on once the bug has been triggered.
2024-11-16 16:05:14 +02:00
Asdow
e7fe1d1cda
Update LaptopSave.h
2024-11-16 11:55:57 +02:00
Asdow
3ff4cc0c19
GENERAL_SAVE_INFO members to SoldierID
2024-11-16 01:22:20 +02:00
Asdow
98c18495c6
Update GENERAL_SAVE_INFO::sContractRehireSoldierID to SoldierID
2024-11-16 00:58:16 +02:00
Asdow
41fc407de6
Convert TacticalRemoveSoldier to SoldierID
2024-11-16 00:55:51 +02:00
Asdow
23af6b6f3f
SoldierTakeDamage & SoldierTakeDelayedDamage to SoldierID
2024-11-16 00:47:14 +02:00
Asdow
b112d39fe2
Convert SOLDIERTYPE::EVENT_SoldierGotHit to SoldierID
2024-11-16 00:34:19 +02:00
Asdow
419b0c794d
SOLDIERTYPE::CreateSoldierCommon to SoldierID
2024-11-16 00:18:02 +02:00
Asdow
8ef7fb5ae4
Convert SOLDIERTYPE::usDragPersonID to SoldierID
2024-11-16 00:09:48 +02:00
Asdow
153d402065
Update Soldier Control.h
2024-11-15 23:58:28 +02:00
Asdow
75deccbc44
Convert SOLDIERTYPE::ubRobotRemoteHolderID to SoldierID
2024-11-15 23:56:26 +02:00
Asdow
566ead5815
Convert SOLDIERTYPE::ubTargetID to SoldierID
2024-11-15 23:46:15 +02:00
Asdow
f823cb9718
Update Soldier Control.h
2024-11-15 23:32:13 +02:00
Asdow
5de6f77f2e
Convert SOLDIERTYPE::ubOppNum to SoldierID
2024-11-15 23:26:22 +02:00
Asdow
1a172427ef
Update Soldier Create.cpp
2024-11-15 23:01:52 +02:00
Asdow
8346d5bfa1
Convert SOLDIERTYPE->ubNextToPreviousAttackerID to SoldierID
2024-11-15 22:58:25 +02:00
Asdow
131172e41a
Convert SOLDIERTYPE->ubPreviousAttackerID to SoldierID
2024-11-15 22:54:44 +02:00
Asdow
ee429fd1f4
Convert SOLDIERTYPE->ubAttackerID to SoldierID
2024-11-15 22:51:48 +02:00
Asdow
9079f2e0c1
Whitespace changes to SOLDIERTYPE
2024-11-15 21:20:49 +02:00
Asdow
ecb29ae9bc
Convert SOLDIERTYPE->usChatPartnerID to SoldierID
2024-11-15 21:09:17 +02:00
Asdow
83b3485e58
Convert prisonerdialoguetargetID to SoldierID
2024-11-15 21:04:05 +02:00
Asdow
b98732daa7
Convert gusSelectedSoldier to SoldierID
2024-11-15 19:06:34 +02:00
Asdow
e9c8124dc2
Fix UB compilation
2024-11-15 19:05:19 +02:00
Asdow
cba88ab2bc
Update LuaInitNPCs.cpp
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convert l_ACTION_ITEM_SEX (lua_State *L) to use SoldierID properly
2024-11-15 01:34:10 +02:00
Asdow
337cf1804f
Update Overhead Types.h
2024-11-15 01:32:35 +02:00
Asdow
1c631cb85f
REAL_OBJECT.ubLastTargetTakenDamage -> SoldierID
2024-11-15 01:32:25 +02:00
Asdow
b9deb3cc19
PossiblyStartEnemyTaunt( uiTargetId ) to SoldierID
2024-11-15 01:31:22 +02:00
Asdow
d07dcf477a
Update Scheduling.h
2024-11-15 01:30:28 +02:00
Asdow
0def972901
Convert SetInfoChar & DrawFace to use SoldierID
2024-11-15 01:28:06 +02:00
Asdow
735075869c
Fix incorrect variables
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ubImprintID uses SOLDIERTYPE->ubProfile, not SOLDIERTYPE->ubID in every other instance of the code. This one's clearly a mistake.
2024-11-15 01:14:30 +02:00
Asdow
6a0d02e9b9
Change type from BOOLEAN(!) to SoldierID
2024-11-15 01:03:21 +02:00