src/game/Tactical/Campaign.cc
static void ProfileStatChange(MERCPROFILESTRUCT& p, StatKind const ubStat, UINT16 const usNumChances, StatChangeCause const ubReason)
{
	// dead guys don't do nuthin' !
	if (p.bMercStatus == MERC_IS_DEAD)
		return;

	if (p.bLife < OKLIFE)
		return;

	ProcessStatChange(p, ubStat, usNumChances, ubReason);

	// Update stats....right away... ATE
	ProfileUpdateStats(p);
}
// this is the equivalent of StatChange(), but for use with mercs not currently on player's team
// give pProfile usNumChances to improve ubStat.  If it's from training, it doesn't count towards experience level gain
this is the equivalent of StatChange(), but for use with mercs not currently on player's team
give pProfile usNumChances to improve ubStat.  If it's from training, it doesn't count towards experience level gain
this is the equivalent of StatChange () but for use with mercs not currently on player ' s team give pProfile usNumChances to improve ubStat . If it ' s from training it doesn ' t count towards experience level gain
static void ProfileStatChange(MERCPROFILESTRUCT& p, StatKind const ubStat, UINT16 const usNumChances, StatChangeCause const ubReason)
{
	if (p.bMercStatus == MERC_IS_DEAD)
		return;
	if (p.bLife < OKLIFE)
		return;
	ProcessStatChange(p, ubStat, usNumChances, ubReason);
	ProfileUpdateStats(p);
}
static void ProfileStatChange ( MERCPROFILESTRUCT & p , StatKind const ubStat , UINT16 const usNumChances , StatChangeCause const ubReason ) { if ( p . bMercStatus == MERC_IS_DEAD ) return ; if ( p . bLife < OKLIFE ) return ; ProcessStatChange ( p , ubStat , usNumChances , ubReason ) ; ProfileUpdateStats ( p ) ; }
this is the equivalent of StatChange(), but for use with mercs not currently on player's team
give pProfile usNumChances to improve ubStat.
this is the equivalent of StatChange () but for use with mercs not currently on player ' s team give pProfile usNumChances to improve ubStat .
// dead guys don't do nuthin' ! // Update stats....right away... ATE