Move variable declarations to point of initialization

This commit is contained in:
Asdow
2023-08-19 21:47:31 +03:00
parent d28ed97dff
commit 1170f82159
+9 -10
View File
@@ -2448,7 +2448,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
INT8 bActionReturned;
INT32 iDummy;
INT32 iChance;
INT32 sClosestOpponent = NOWHERE, sClosestFriend = NOWHERE;
INT32 sClosestDisturbance = NOWHERE, sCheckGridNo;
INT32 sDistVisible;
UINT8 ubCanMove,ubOpponentDir;
@@ -2499,7 +2498,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
}
// sevenfm: find closest opponent
sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
DebugAI(AI_MSG_INFO, pSoldier, String("sClosestOpponent %d", sClosestOpponent));
if (!SightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE))
@@ -4282,7 +4281,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
#ifdef AI_TIMING_TESTS
uiStartTime = GetJA2Clock();
#endif
sClosestFriend = ClosestReachableFriendInTrouble(pSoldier, &fClimb );
INT32 sClosestFriend = ClosestReachableFriendInTrouble(pSoldier, &fClimb );
#ifdef AI_TIMING_TESTS
uiEndTime = GetJA2Clock();
@@ -4897,9 +4896,9 @@ BOOLEAN SoldierCondFalse(SOLDIERTYPE *pSoldier) { return FALSE; }
INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
{
INT32 iCoverPercentBetter, iOffense, iDefense, iChance;
INT32 sClosestOpponent = NOWHERE,sBestCover = NOWHERE;//dnl ch58 160813
INT32 sClosestDisturbance;
INT16 ubMinAPCost;
INT32 sBestCover = NOWHERE;//dnl ch58 160813
INT32 sClosestDisturbance;
INT16 ubMinAPCost;
INT8 bDirection;
UINT8 ubBestAttackAction = AI_ACTION_NONE;
INT8 bCanAttack,bActionReturned;
@@ -4917,15 +4916,15 @@ INT16 ubMinAPCost;
BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
INT16 ubBurstAPs;
UINT8 ubOpponentDir;
INT32 sCheckGridNo;
INT32 sCheckGridNo;
BOOLEAN fAllowCoverCheck = FALSE;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack");
INT32 sOpponentGridNo;
INT8 bOpponentLevel;
sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
INT32 sOpponentGridNo;
INT8 bOpponentLevel;
INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel);
DebugAI(AI_MSG_INFO, pSoldier, String("sClosestOpponent %d", sClosestOpponent));
// sevenfm: disable stealth mode