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Remove #pragma optimize("", off) calls
This commit is contained in:
@@ -1093,7 +1093,6 @@ BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile )
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return( TRUE );
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return( TRUE );
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}
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}
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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#pragma optimize("", off)
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// anv: start enemy taunt with probabilty depending on taunt settings
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// anv: start enemy taunt with probabilty depending on taunt settings
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void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SoldierID uiTargetID )
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void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SoldierID uiTargetID )
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{
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{
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@@ -1308,7 +1307,6 @@ void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SoldierID
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StartEnemyTaunt( pCiv, iTauntType, pTarget );
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StartEnemyTaunt( pCiv, iTauntType, pTarget );
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}
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}
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#pragma optimize("", on)
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// SANDRO - soldier taunts
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// SANDRO - soldier taunts
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void StartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget )
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void StartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget )
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@@ -5714,7 +5714,6 @@ UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOL
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// extern SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID );
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// extern SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID );
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// extern SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID );
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// extern SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID );
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#pragma optimize("", off)
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// ATE: THIS FUNCTION IS USED FOR ALL SOLDIER TAKE DAMAGE FUNCTIONS!
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// ATE: THIS FUNCTION IS USED FOR ALL SOLDIER TAKE DAMAGE FUNCTIONS!
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void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGrid )
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void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGrid )
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{
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{
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@@ -6425,7 +6424,8 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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// anv: taunts are called from UseHandToHand()
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// anv: taunts are called from UseHandToHand()
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}
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}
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}
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}
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#pragma optimize("", on)
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UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss )
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UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss )
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{
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{
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// NB explosions are so loud they should drown out screams
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// NB explosions are so loud they should drown out screams
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@@ -570,7 +570,6 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
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// 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
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// 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
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// For this reason, we add a little helper variable that stores such a sector.
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// For this reason, we add a little helper variable that stores such a sector.
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INT16 gsStrategicDiseaseOriginSector = -1;
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INT16 gsStrategicDiseaseOriginSector = -1;
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#pragma optimize("", off)
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
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{
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{
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SOLDIERTYPE Soldier;
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SOLDIERTYPE Soldier;
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@@ -1267,7 +1266,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
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return pSoldier;
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return pSoldier;
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}
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}
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}
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}
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#pragma optimize("", on)
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BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
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BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
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{
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{
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@@ -5399,7 +5399,8 @@ void SetScopeMode( INT32 usMapPos )
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ManLooksForOtherTeams( gusSelectedSoldier );
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ManLooksForOtherTeams( gusSelectedSoldier );
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}
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}
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}
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}
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#pragma optimize("", off)
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void ObliterateSector()
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void ObliterateSector()
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{
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{
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INT32 cnt;
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INT32 cnt;
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@@ -5433,7 +5434,7 @@ void ObliterateSector()
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}
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}
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}
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}
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}
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}
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#pragma optimize("", on)
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void RandomizeMercProfile()
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void RandomizeMercProfile()
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{
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{
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@@ -6257,7 +6257,7 @@ BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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return( FALSE );
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return( FALSE );
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}
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}
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#pragma optimize("", off)
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UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
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UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
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{
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{
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@@ -6612,7 +6612,6 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
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return ((INT32)fFinalChance);
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return ((INT32)fFinalChance);
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}
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}
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#pragma optimize("", on)
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UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
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UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
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