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:
Flugente
2017-03-11 13:19:20 +00:00
parent dc5db5c06a
commit 125fda3905
5 changed files with 54 additions and 108 deletions
+3 -11
View File
@@ -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);
}
}
+5 -9
View File
@@ -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
View File
@@ -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
View File
@@ -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