mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
minor code cleanup
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8393 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -15358,14 +15358,14 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
|
||||
TakeSoldierOutOfVehicle( pSoldier );
|
||||
}
|
||||
|
||||
if( ( pSoldier->bAssignment != ASSIGNMENT_HOSPITAL ) )
|
||||
if ( (pSoldier->bAssignment != bAssignment) )
|
||||
{
|
||||
SetTimeOfAssignmentChangeForMerc( pSoldier );
|
||||
}
|
||||
|
||||
RebuildCurrentSquad( );
|
||||
|
||||
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_HOSPITAL );
|
||||
ChangeSoldiersAssignment( pSoldier, bAssignment );
|
||||
|
||||
AssignMercToAMovementGroup( pSoldier );
|
||||
}
|
||||
@@ -16029,15 +16029,7 @@ BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sS
|
||||
{
|
||||
INT8 bSAMCondition = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition;
|
||||
|
||||
if ( bSAMCondition < 100 )
|
||||
{
|
||||
return( TRUE );
|
||||
}
|
||||
else
|
||||
{
|
||||
// it's not broken at all, or it's beyond repair
|
||||
return( FALSE );
|
||||
}
|
||||
return (bSAMCondition < 100);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -4864,31 +4864,27 @@ return 1;
|
||||
|
||||
static int l_NumWoundedMercsNearby(lua_State *L)
|
||||
{
|
||||
|
||||
if ( lua_gettop(L) >= 1 )
|
||||
{
|
||||
INT8 ID = lua_tointeger(L,1);
|
||||
INT8 ID2 = NumWoundedMercsNearby(ID);
|
||||
UINT8 ID = lua_tointeger(L,1);
|
||||
UINT32 ID2 = NumWoundedMercsNearby( ID );
|
||||
lua_pushinteger(L, ID2);
|
||||
}
|
||||
|
||||
return 1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
static int l_gubFact(lua_State *L)
|
||||
{
|
||||
|
||||
if ( lua_gettop(L) >= 2 )
|
||||
{
|
||||
UINT32 Fact = lua_tointeger(L,1);
|
||||
BOOLEAN Bool = lua_toboolean(L,2);
|
||||
|
||||
gubFact[Fact] = Bool;
|
||||
|
||||
gubFact[Fact] = Bool;
|
||||
}
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_CheckPlayerHasHead(lua_State *L)
|
||||
|
||||
+10
-11
@@ -270,30 +270,29 @@ BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId )
|
||||
}
|
||||
|
||||
|
||||
INT8 NumWoundedMercsNearby( UINT8 ubProfileID )
|
||||
UINT32 NumWoundedMercsNearby( UINT8 ubProfileID )
|
||||
{
|
||||
INT8 bNumber = 0;
|
||||
UINT32 uiLoop;
|
||||
SOLDIERTYPE * pNPC;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT32 sGridNo;
|
||||
UINT32 bNumber = 0;
|
||||
SOLDIERTYPE* pSoldier;
|
||||
|
||||
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
|
||||
SOLDIERTYPE* pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
|
||||
if (!pNPC)
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
sGridNo = pNPC->sGridNo;
|
||||
|
||||
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
||||
INT32 sGridNo = pNPC->sGridNo;
|
||||
|
||||
for ( UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop )
|
||||
{
|
||||
pSoldier = MercSlots[ uiLoop ];
|
||||
|
||||
if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife > 0 && pSoldier->stats.bLife < pSoldier->stats.bLifeMax && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL )
|
||||
if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife > 0 && pSoldier->stats.bLife < pSoldier->stats.bLifeMax && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL
|
||||
&& pSoldier->sSectorX == pNPC->sSectorX && pSoldier->sSectorY == pNPC->sSectorY && pSoldier->bSectorZ == pNPC->bSectorZ )
|
||||
{
|
||||
if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) <= HOSPITAL_PATIENT_DISTANCE)
|
||||
{
|
||||
bNumber++;
|
||||
++bNumber;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -667,7 +667,7 @@ extern BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy );
|
||||
extern BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo );
|
||||
extern BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID );
|
||||
extern BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId );
|
||||
extern INT8 NumWoundedMercsNearby( UINT8 ubProfileID );
|
||||
extern UINT32 NumWoundedMercsNearby( UINT8 ubProfileID );
|
||||
extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
|
||||
extern BOOLEAN CheckNPCIsEPC( UINT8 ubProfileID );
|
||||
//DBrot: More Rooms
|
||||
|
||||
Reference in New Issue
Block a user