Remove #pragma optimize("", off) calls

This commit is contained in:
Asdow
2024-12-01 21:17:23 +02:00
parent bfb724eab9
commit 1013531a7f
5 changed files with 7 additions and 10 deletions
-2
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@@ -1093,7 +1093,6 @@ BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile )
return( TRUE );
}
//--------------------------------------------------------------
#pragma optimize("", off)
// anv: start enemy taunt with probabilty depending on taunt settings
void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SoldierID uiTargetID )
{
@@ -1308,7 +1307,6 @@ void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SoldierID
StartEnemyTaunt( pCiv, iTauntType, pTarget );
}
#pragma optimize("", on)
// SANDRO - soldier taunts
void StartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget )
+2 -2
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@@ -5714,7 +5714,6 @@ UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOL
// extern SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID );
// extern SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID );
#pragma optimize("", off)
// ATE: THIS FUNCTION IS USED FOR ALL SOLDIER TAKE DAMAGE FUNCTIONS!
void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGrid )
{
@@ -6425,7 +6424,8 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
// anv: taunts are called from UseHandToHand()
}
}
#pragma optimize("", on)
UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss )
{
// NB explosions are so loud they should drown out screams
+1 -2
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@@ -570,7 +570,6 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
// This causes an issue if someone enters a sector from an adjacent sector - they should be affected by their point of origin, not the current sector
// For this reason, we add a little helper variable that stores such a sector.
INT16 gsStrategicDiseaseOriginSector = -1;
#pragma optimize("", off)
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
{
SOLDIERTYPE Soldier;
@@ -1267,7 +1266,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
return pSoldier;
}
}
#pragma optimize("", on)
BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
{
+3 -2
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@@ -5399,7 +5399,8 @@ void SetScopeMode( INT32 usMapPos )
ManLooksForOtherTeams( gusSelectedSoldier );
}
}
#pragma optimize("", off)
void ObliterateSector()
{
INT32 cnt;
@@ -5433,7 +5434,7 @@ void ObliterateSector()
}
}
}
#pragma optimize("", on)
void RandomizeMercProfile()
{
+1 -2
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@@ -6257,7 +6257,7 @@ BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo )
return( FALSE );
}
#pragma optimize("", off)
UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
@@ -6612,7 +6612,6 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
return ((INT32)fFinalChance);
}
#pragma optimize("", on)
UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )