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Convert to SoldierID
1 parent 9532fbf commit f50bdf9

22 files changed

+189
-192
lines changed

Multiplayer/client.cpp

Lines changed: 18 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -388,16 +388,16 @@ typedef struct
388388

389389
typedef struct
390390
{
391-
UINT16 usSoldierID;
392-
FLOAT dNewXPos;
393-
FLOAT dNewYPos;
391+
SoldierID usSoldierID;
392+
FLOAT dNewXPos;
393+
FLOAT dNewYPos;
394394

395395
} gui_pos;
396396

397397
typedef struct
398398
{
399-
UINT16 usSoldierID;
400-
INT16 usNewDirection;
399+
SoldierID usSoldierID;
400+
INT16 usNewDirection;
401401

402402
} gui_dir;
403403

@@ -425,12 +425,12 @@ typedef struct
425425

426426
typedef struct
427427
{
428-
UINT16 ubID;
428+
SoldierID ubID;
429429
INT8 bTeam;
430430
UINT16 gubOutOfTurnPersons;
431431
UINT16 gubOutOfTurnOrder[MAXMERCS];
432432
BOOLEAN fMarkInterruptOccurred;
433-
UINT16 Interrupted;
433+
SoldierID Interrupted;
434434
} INT_STRUCT;
435435

436436
typedef struct
@@ -486,7 +486,7 @@ typedef struct
486486
float dZ;
487487
INT32 sGridNo;
488488
bool bWasDud;
489-
UINT16 ubOwnerID;
489+
SoldierID ubOwnerID;
490490
INT32 RealObjectID; // the local ID on the initiating client
491491
UINT32 uiPreRandomIndex; // send out our current pre-random index
492492
} grenade_result;
@@ -967,7 +967,7 @@ void send_hit( EV_S_WEAPONHIT *SWeaponHit )
967967

968968
memcpy( &weaphit_struct , SWeaponHit, sizeof( EV_S_WEAPONHIT ));
969969

970-
UINT16 usSoldierID=weaphit_struct.usSoldierID;
970+
SoldierID usSoldierID = weaphit_struct.usSoldierID;
971971

972972
if(SWeaponHit->usSoldierID < 20)weaphit_struct.usSoldierID = weaphit_struct.usSoldierID+ubID_prefix;
973973
if(SWeaponHit->ubAttackerID < 20)weaphit_struct.ubAttackerID = weaphit_struct.ubAttackerID+ubID_prefix;
@@ -981,9 +981,9 @@ void recieveHIT(RPCParameters *rpcParameters)
981981

982982
EV_S_WEAPONHIT* SWeaponHit = (EV_S_WEAPONHIT*)rpcParameters->input;
983983

984-
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
985-
UINT16 usSoldierID;
986-
UINT16 ubAttackerID;
984+
SOLDIERTYPE *pSoldier = SWeaponHit->usSoldierID;
985+
SoldierID usSoldierID;
986+
SoldierID ubAttackerID;
987987

988988
if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+6))) // within our netbTeam range...
989989
usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
@@ -1157,7 +1157,7 @@ void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos)
11571157
{
11581158
gui_pos gnPOS;
11591159

1160-
gnPOS.usSoldierID = (pSoldier->ubID)+ubID_prefix;
1160+
gnPOS.usSoldierID = pSoldier->ubID + ubID_prefix;
11611161

11621162
gnPOS.dNewXPos = dNewXPos;
11631163
gnPOS.dNewYPos = dNewYPos;
@@ -1916,7 +1916,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
19161916
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
19171917
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
19181918

1919-
INT.Interrupted=gusSelectedSoldier+ubID_prefix;
1919+
INT.Interrupted = gusSelectedSoldier + ubID_prefix;
19201920

19211921
if(INT.bTeam==0)
19221922
{
@@ -3030,11 +3030,11 @@ void recieveGRENADE (RPCParameters *rpcParameters)
30303030
}
30313031

30323032
// we send a grenade result out to the clients as it may have been a fizzer
3033-
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud)
3033+
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud)
30343034
{
30353035
ubOwnerID = MPEncodeSoldierID(ubOwnerID); // translate our soldier to the "network" version
30363036

3037-
SOLDIERTYPE* pSoldier = MercPtrs[ubOwnerID];
3037+
SOLDIERTYPE* pSoldier = ubOwnerID;
30383038
if (pSoldier != NULL)
30393039
{
30403040
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
@@ -3343,11 +3343,11 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
33433343
}
33443344
}
33453345

3346-
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT16 ubID)
3346+
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, SoldierID ubID)
33473347
{
33483348
ubID = MPEncodeSoldierID(ubID);
33493349

3350-
SOLDIERTYPE* pSoldier = MercPtrs[ubID];
3350+
SOLDIERTYPE* pSoldier = ubID;
33513351
if (pSoldier != NULL)
33523352
{
33533353
// explosive disarmed on this client, notify the other clients

Multiplayer/connect.h

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -112,14 +112,14 @@ void send_interrupt(SOLDIERTYPE *pSoldier);
112112

113113
// OJW - 20091002 - explosives
114114
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
115-
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
115+
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud);
116116
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
117117
void send_detonate_explosive (UINT32 uiWorldIndex, UINT16 ubID);
118118
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
119119
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, INT32 iSmokeEffectID);
120120
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, SoldierID ubOwner );
121121
void send_explosivedamage( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
122-
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT16 ubID);
122+
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, SoldierID ubID);
123123

124124
void OpenChatMsgBox(void);
125125

@@ -211,7 +211,7 @@ extern BOOLEAN fClientReceivedAllFiles;
211211
// sick of confusing myself :)
212212

213213
// this one should be called before passing an ID off the client
214-
inline UINT16 MPEncodeSoldierID( UINT16 ubID )
214+
inline SoldierID MPEncodeSoldierID( SoldierID ubID )
215215
{
216216
if ( ubID < 20 )
217217
return ubID + ubID_prefix; // soldier is ours

Strategic/LuaInitNPCs.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2717,7 +2717,7 @@ void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, B
27172717

27182718
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
27192719
INT8 bSectorZ,
2720-
INT32 sGridNo, UINT8 bLevel, UINT16 ubId,
2720+
INT32 sGridNo, UINT8 bLevel, SoldierID ubId,
27212721
UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill )
27222722
{
27232723
const char* filename = "scripts\\Overhead.lua";
@@ -2731,7 +2731,7 @@ void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
27312731

27322732
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
27332733

2734-
LuaFunction( _LS.L, "HandleInteractiveActionResult" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( sGridNo ).Param<int>( bLevel ).Param<int>( ubId ).Param<int>( usActionType ).Param<int>( sLuaactionid ).Param<int>( difficulty ).Param<int>( skill ).Call( 10 );
2734+
LuaFunction( _LS.L, "HandleInteractiveActionResult" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( sGridNo ).Param<int>( bLevel ).Param<int>( ubId.i ).Param<int>( usActionType ).Param<int>( sLuaactionid ).Param<int>( difficulty ).Param<int>( skill ).Call( 10 );
27352735
}
27362736

27372737
void LuaRecruitRPCAdditionalHandling( UINT8 usProfile )

Strategic/LuaInitNPCs.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -62,7 +62,7 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
6262
void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
6363
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
6464
INT8 bSectorZ,
65-
INT32 sGridNo, UINT8 bLevel, UINT16 ubId,
65+
INT32 sGridNo, UINT8 bLevel, SoldierID ubId,
6666
UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
6767
void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
6868
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );

Tactical/Faces.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2087,10 +2087,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
20872087
// Flugente: are we supplying ammo to someone else?
20882088
if (gGameExternalOptions.ubExternalFeeding > 0)
20892089
{
2090-
UINT16 ubID1 = 0;
2090+
SoldierID ubID1 = NOBODY;
20912091
UINT16 ubGunSlot1 = 0;
20922092
UINT16 ubFaceSlot1 = 0;
2093-
UINT16 ubID2 = 0;
2093+
SoldierID ubID2 = NOBODY;
20942094
UINT16 ubGunSlot2 = 0;
20952095
UINT16 ubFaceSlot2 = 0;
20962096
if (pSoldier->IsFeedingExternal(&ubID1, &ubGunSlot1, &ubFaceSlot1, &ubID2, &ubGunSlot2, &ubFaceSlot2))

Tactical/Handle Items.cpp

Lines changed: 41 additions & 45 deletions
Original file line numberDiff line numberDiff line change
@@ -239,20 +239,20 @@ BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE
239239

240240
INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI )
241241
{
242-
SOLDIERTYPE *pTargetSoldier = NULL;
243-
UINT16 usSoldierIndex;
244-
INT32 sTargetGridNo;
245-
INT16 sAPCost;
246-
INT32 sActionGridNo;
247-
UINT8 ubDirection = 0;
248-
INT32 sAdjustedGridNo;
249-
BOOLEAN fDropBomb = FALSE;
250-
BOOLEAN fAddingTurningCost = FALSE;
251-
BOOLEAN fAddingRaiseGunCost = FALSE;
252-
LEVELNODE *pIntNode;
253-
STRUCTURE *pStructure;
254-
UINT16 usRaiseGunCost = 0;
255-
UINT16 usTurningCost = 0;
242+
SOLDIERTYPE *pTargetSoldier = NULL;
243+
SoldierID usSoldierIndex;
244+
INT32 sTargetGridNo;
245+
INT16 sAPCost;
246+
INT32 sActionGridNo;
247+
UINT8 ubDirection = 0;
248+
INT32 sAdjustedGridNo;
249+
BOOLEAN fDropBomb = FALSE;
250+
BOOLEAN fAddingTurningCost = FALSE;
251+
BOOLEAN fAddingRaiseGunCost = FALSE;
252+
LEVELNODE *pIntNode;
253+
STRUCTURE *pStructure;
254+
UINT16 usRaiseGunCost = 0;
255+
UINT16 usTurningCost = 0;
256256

257257
//shadooow: automatically close EDB when opened and trying to use any weapon or action
258258
if (gfInItemDescBox)
@@ -277,7 +277,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
277277
//if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
278278
if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
279279
{
280-
pTargetSoldier = MercPtrs[ usSoldierIndex ];
280+
pTargetSoldier = usSoldierIndex;
281281

282282
// anv: don't try to heal interactive spots
283283
if (fFromUI && Item[usHandItem].usItemClass != IC_MEDKIT)
@@ -1394,11 +1394,11 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
13941394
}
13951395
}
13961396

1397-
UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
1397+
SoldierID ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
13981398

13991399
// Flugente: apply misc items to other soldiers
14001400
// sevenfm: check that target soldier is visible
1401-
if (ItemCanBeAppliedToOthers(usHandItem) && ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible != 0)
1401+
if (ItemCanBeAppliedToOthers(usHandItem) && ubPerson != NOBODY && ubPerson->bVisible != 0)
14021402
{
14031403
// ATE: AI CANNOT GO THROUGH HERE!
14041404
BOOLEAN fHadToUseCursorPos = FALSE;
@@ -4292,9 +4292,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
42924292
if (gGameExternalOptions.gfShowBackpackOwner &&
42934293
Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
42944294
LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
4295-
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
4296-
MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
4297-
swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pTempItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
4295+
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
4296+
swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pTempItemPool->iItemIndex].object.ubNumberOfObjects, gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
42984297
else
42994298
swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ], gWorldItems[ pTempItemPool->iItemIndex ].object.ubNumberOfObjects );
43004299
}
@@ -4303,9 +4302,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
43034302
if (gGameExternalOptions.gfShowBackpackOwner &&
43044303
Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
43054304
LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
4306-
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
4307-
MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
4308-
swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
4305+
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
4306+
swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
43094307
else
43104308
swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ] );
43114309
}
@@ -4413,9 +4411,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
44134411
if (gGameExternalOptions.gfShowBackpackOwner &&
44144412
Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
44154413
LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
4416-
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
4417-
MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
4418-
swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
4414+
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
4415+
swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].object.ubNumberOfObjects, gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
44194416
else
44204417
swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ], gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects );
44214418
}
@@ -4424,9 +4421,8 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
44244421
if (gGameExternalOptions.gfShowBackpackOwner &&
44254422
Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
44264423
LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
4427-
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
4428-
MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
4429-
swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
4424+
gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY)
4425+
swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].soldierID->GetName());
44304426
else
44314427
swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ] );
44324428
}
@@ -4814,12 +4810,12 @@ void RenderTopmostFlashingItems( )
48144810
BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
48154811
{
48164812
SOLDIERTYPE *pTSoldier;
4817-
UINT16 usSoldierIndex;
4813+
SoldierID usSoldierIndex;
48184814
OBJECTTYPE *pObject;
48194815

48204816
INT32 sGridNo;
4821-
UINT8 ubDirection;
4822-
UINT16 ubTargetMercID;
4817+
UINT8 ubDirection;
4818+
SoldierID ubTargetMercID;
48234819

48244820
// DO SOME CHECKS IF WE CAN DO ANIMATION.....
48254821

@@ -4828,7 +4824,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
48284824

48294825
sGridNo = pSoldier->aiData.sPendingActionData2;
48304826
ubDirection = pSoldier->aiData.bPendingActionData3;
4831-
ubTargetMercID = (UINT16)pSoldier->aiData.uiPendingActionData4;
4827+
ubTargetMercID = static_cast<UINT16>( pSoldier->aiData.uiPendingActionData4 );
48324828

48334829
usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
48344830

@@ -4864,7 +4860,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
48644860

48654861
if ( ubTargetMercID != NOBODY )
48664862
{
4867-
MercPtrs[ ubTargetMercID ]->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
4863+
ubTargetMercID->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
48684864
}
48694865

48704866
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
@@ -5078,13 +5074,13 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
50785074

50795075
INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo )
50805076
{
5081-
STRUCTURE *pStructure;
5082-
INT16 sDesiredLevel;
5083-
INT32 sActionGridNo;
5084-
BOOLEAN fStructFound = FALSE;
5085-
UINT8 ubDirection;
5086-
INT32 sAdjustedGridNo;
5087-
UINT16 ubTargetID;
5077+
STRUCTURE *pStructure;
5078+
INT16 sDesiredLevel;
5079+
INT32 sActionGridNo;
5080+
BOOLEAN fStructFound = FALSE;
5081+
UINT8 ubDirection;
5082+
INT32 sAdjustedGridNo;
5083+
SoldierID ubTargetID;
50885084

50895085

50905086
sActionGridNo = sGridNo;
@@ -9405,11 +9401,11 @@ void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier )
94059401

94069402
// handle the default result of an interactive action
94079403
// This is called either if no lua action id is set, or by lua if this should happen as a supplement to whatever lua does
9408-
void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT16 ubID, BOOLEAN aSuccess )
9404+
void DoInteractiveActionDefaultResult( INT32 sGridNo, SoldierID ubID, BOOLEAN aSuccess )
94099405
{
94109406
SOLDIERTYPE* pSoldier = NULL;
94119407
if ( ubID != NOBODY )
9412-
pSoldier = MercPtrs[ubID];
9408+
pSoldier = ubID;
94139409

94149410
// we need a valid soldier and a valid object
94159411
if ( !pSoldier )
@@ -10457,9 +10453,9 @@ void TakePhoto(SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel )
1045710453
InARoom( newgridno, &room );
1045810454

1045910455
// check if there is someone here
10460-
UINT16 ubid = WhoIsThere2( newgridno, bLevel );
10456+
SoldierID ubid = WhoIsThere2( newgridno, bLevel );
1046110457

10462-
LuaAddPhotoData( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, newgridno, bLevel, pSoldier->ubProfile, room, ( ubid == NOBODY ) ? NO_PROFILE : MercPtrs[ubid]->ubProfile );
10458+
LuaAddPhotoData( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, newgridno, bLevel, pSoldier->ubProfile, room, ( ubid == NOBODY ) ? NO_PROFILE : ubid->ubProfile );
1046310459
}
1046410460
}
1046510461
}

Tactical/Handle Items.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -329,7 +329,7 @@ extern ITEM_POOL *gpItemPool;//dnl ch26 210909
329329

330330
// Flugente: interactive actions
331331
void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier );
332-
void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT16 ubID, BOOLEAN aSuccess );
332+
void DoInteractiveActionDefaultResult( INT32 sGridNo, SoldierID ubID, BOOLEAN aSuccess );
333333
BOOLEAN SpendMoney( SOLDIERTYPE *pSoldier, UINT32 aAmount ); // character spends money - either from inventory or the account
334334

335335
// Flugente: intel

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