diff --git a/Tactical/Civ Quotes.cpp b/Tactical/Civ Quotes.cpp index 01dfd72a3..589c86439 100644 --- a/Tactical/Civ Quotes.cpp +++ b/Tactical/Civ Quotes.cpp @@ -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 ) diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 8235157c2..30547a638 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index 4d84b4709..478b3f9d1 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -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 ) { diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 4a3a2b372..bc141fb2d 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -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() { diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 8e527f796..85f3b54c0 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -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 )