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-got rid of redundant gas mask checks
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@265 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1778,7 +1778,7 @@ BOOLEAN WearGasMaskIfAvailable( SOLDIERTYPE * pSoldier )
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{
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INT8 bSlot, bNewSlot;
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bSlot = FindObj( pSoldier, GASMASK );
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bSlot = FindGasMask( pSoldier );
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if ( bSlot == NO_SLOT )
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{
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return( FALSE );
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@@ -548,24 +548,12 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
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INT8 * pbPublOL;
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SOLDIERTYPE *pOpponent;
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UINT16 usMovementMode;
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INT8 fHasGasMask;
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UINT8 ubBackgroundLightLevel;
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UINT8 ubBackgroundLightPercent = 0;
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UINT8 ubLightPercentDifference;
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BOOLEAN fNight;
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switch( FindObj( pSoldier, GASMASK ) )
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{
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case HEAD1POS:
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case HEAD2POS:
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fHasGasMask = TRUE;
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break;
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default:
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fHasGasMask = FALSE;
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break;
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}
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if ( gbWorldSectorZ > 0 )
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{
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fNight = FALSE;
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@@ -1116,19 +1104,6 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
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INT16 sOrigin;
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INT32 iRoamRange;
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INT8 fHasGasMask;
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switch( FindObj( pSoldier, GASMASK ) )
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{
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case HEAD1POS:
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case HEAD2POS:
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fHasGasMask = TRUE;
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break;
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default:
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fHasGasMask = FALSE;
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break;
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}
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// BUILD A LIST OF THREATENING GRID #s FROM PERSONAL & PUBLIC opplistS
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// look through all opponents for those we know of
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@@ -2375,18 +2350,7 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
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INT32 iSearchRange = 4;
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INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
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INT8 fHasGasMask;
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DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("FindFlankingSpot: orig loc = %d, loc to flank = %d", pSoldier->sGridNo , sPos));
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switch( FindObj( pSoldier, GASMASK ) )
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{
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case HEAD1POS:
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case HEAD2POS:
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fHasGasMask = TRUE;
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break;
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default:
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fHasGasMask = FALSE;
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break;
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}
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// hit the edge of the map
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if ( FindNearestEdgePoint ( pSoldier->sGridNo ) == pSoldier->sGridNo )
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