minor code cleanup

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7963 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-08-08 09:33:28 +00:00
parent 5e8ab2af31
commit 13875810a4
6 changed files with 100 additions and 218 deletions
+18 -25
View File
@@ -3320,7 +3320,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
{
iHitChance = 100;
}
else if ( AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) || CREATURE_OR_BLOODCAT( pTargetSoldier ) || TANK( pTargetSoldier ) || (SOLDIER_CLASS_MILITIA(pTargetSoldier->ubSoldierClass) && (gGameExternalOptions.ubMilitiaDropEquipment != 2)) ) // added militia here - SANDRO
else if ( AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) || CREATURE_OR_BLOODCAT( pTargetSoldier ) || (SOLDIER_CLASS_MILITIA(pTargetSoldier->ubSoldierClass) && (gGameExternalOptions.ubMilitiaDropEquipment != 2)) ) // added militia here - SANDRO
{
iHitChance = 0;
}
@@ -4226,8 +4226,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Hit chance was %ld, roll %ld (range %d)", uiHitChance, uiDiceRoll, PythSpacesAway( pSoldier->sGridNo, sTargetGridNo ) );
}
#endif
if ( Item[ usItemNum ].usItemClass == IC_LAUNCHER )
{
// Preserve gridno!
@@ -4241,7 +4240,6 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
iBPCost = sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10;
else
iBPCost = 0;
}
else
{
@@ -4292,7 +4290,6 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
pObject = &( ObjectSlots[ iID ] );
//pObject->fPotentialForDebug = TRUE;
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
MemFree( pSoldier->pThrowParams );
@@ -12325,7 +12322,6 @@ void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
UINT16 ubMagSize = Weapon[pObj->usItem].ubMagSize;
UINT16 usRealBulletCount = (*pObj)[0]->data.gun.ubGunShotsLeft;
UINT16 i = 0;
BOOLEAN fPsycho = FALSE;
INT16 sEffectiveSkill;
INT8 bDeviation = 0;
@@ -12337,24 +12333,17 @@ void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
return;
}
usExpLevel = EffectiveExpLevel(pSoldier);
usDexterity = EffectiveDexterity(pSoldier, FALSE);
usWisdom = EffectiveWisdom(pSoldier);
if ( gGameExternalOptions.usBulletHideIntensity <= 0 )
{
// Feature is disabled. Print the real bullet count.
swprintf(gBulletCount, L"%d", usRealBulletCount);
swprintf( gBulletCount, L"%d", usRealBulletCount );
return;
}
// Is this Soldier a psycho?
// Flugente: drugs can temporarily cause a merc to go psycho
if ( DoesMercHaveDisability( pSoldier, PSYCHO ) )
{
fPsycho = TRUE;
}
usExpLevel = EffectiveExpLevel(pSoldier);
usDexterity = EffectiveDexterity(pSoldier, FALSE);
usWisdom = EffectiveWisdom(pSoldier);
// High EXP Level, Wisdom and Dexterity required for any estimation to be possible.
// When Experience goes up, the required WIS+DEX goes down.
// At ExpLevel 1 -> WIS+DEX must be > 180. A high requirement!
@@ -12381,6 +12370,7 @@ void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
swprintf(gBulletCount, L"%d", usRealBulletCount);
return;
}
if (usRealBulletCount == 0)
{
// Magazine is empty, so it will also show as empty.
@@ -12411,8 +12401,13 @@ void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
// Psychos are eligible for an estimate just the same as any other character. But the trait reduces
// effective skill by 10, so It'll take them longer before they can get a good estimate.
sEffectiveSkill -= (fPsycho * (10));
// Is this Soldier a psycho?
// Flugente: drugs can temporarily cause a merc to go psycho
if ( DoesMercHaveDisability( pSoldier, PSYCHO ) )
{
sEffectiveSkill -= 10;
}
sEffectiveSkill = __max(0, sEffectiveSkill);
sEffectiveSkill = __min(100, sEffectiveSkill);
@@ -12438,17 +12433,16 @@ void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
{
swprintf(gBulletCount, L"%s", L"?M");
}
else if (usRealBulletCount < ubMagSize/3)
else// if (usRealBulletCount < ubMagSize/3)
{
swprintf(gBulletCount, L"%s", L"?L");
}
return;
}
// Default - return true count.
swprintf(gBulletCount, L"%d", usRealBulletCount);
return;
}
// HEADROCK HAM 4: Calculate the ratio between current Mag Factor and Target Factor. Used for the CTH bars.
@@ -12510,7 +12504,7 @@ void GunIncreaseHeat( OBJECTTYPE *pObj, SOLDIERTYPE* pSoldier )
{
if ( gGameExternalOptions.fWeaponOverheating )
{
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) ) // if item is a gun pr launcher...
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) ) // if item is a gun or launcher...
{
FLOAT guntemperature = (*pObj)[0]->data.bTemperature; // ... get current temperature ...
@@ -13014,7 +13008,6 @@ FLOAT CalcNewChanceToHitBaseTargetBonus(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTar
{
iHeightDifference = 0;
}
}
// Height difference is mitigated by range. A LONGER range reduces this penalty!