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Use macro where appropriate for easier maintenance
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8847 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -911,7 +911,7 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
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iLoyaltyChange *= MULTIPLIER_FOR_MURDER_BY_MONSTER;
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// check whose sector this is
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if( StrategicMap[( pSoldier->sSectorX ) + ( MAP_WORLD_X * ( pSoldier->sSectorY ) )].fEnemyControlled == TRUE )
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if( StrategicMap[CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY )].fEnemyControlled == TRUE )
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{
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// enemy controlled sector - gain loyalty
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fIncrement = TRUE;
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@@ -1084,7 +1084,7 @@ void HandleLoyaltyForDemolitionOfBuilding( SOLDIERTYPE *pSoldier, INT16 sPointsD
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// penalize the side that should have stopped it
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if( StrategicMap[ pSoldier->sSectorX + pSoldier->sSectorY * MAP_WORLD_X ].fEnemyControlled == TRUE )
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if( StrategicMap[CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY )].fEnemyControlled == TRUE )
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{
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// enemy should have prevented it, let them suffer a little
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IncrementTownLoyalty( bTownId, sPolicingLoyalty );
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@@ -1243,7 +1243,7 @@ void BuildListOfTownSectors( void )
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{
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for( iCounterY = 0; iCounterY < MAP_WORLD_Y; iCounterY++ )
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{
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usSector = iCounterX + iCounterY * MAP_WORLD_X;
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usSector = CALCULATE_STRATEGIC_INDEX( iCounterX, iCounterY );
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if( ( StrategicMap[ usSector ].bNameId >= FIRST_TOWN ) && ( StrategicMap[ usSector ].bNameId < NUM_TOWNS ) )
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{
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@@ -1745,7 +1745,7 @@ void AffectAllTownsLoyaltyByDistanceFrom( INT32 iLoyaltyChange, INT16 sSectorX,
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iShortestDistance[ bTownId ] = 999999;
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}
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sEventSector = sSectorX + ( MAP_WORLD_X * sSectorY );
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sEventSector = CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY );
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// need a temporary group create to use for laying down distance paths
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ubTempGroupId = CreateNewPlayerGroupDepartingFromSector( (UINT8) sSectorX, (UINT8) sSectorY );
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@@ -1861,7 +1861,7 @@ void AffectClosestTownLoyaltyByDistanceFrom( INT32 iLoyaltyChange, INT16 sSector
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iShortestDistance[bTownId] = 999999;
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}
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sEventSector = sSectorX + ( MAP_WORLD_X * sSectorY );
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sEventSector = CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY );
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// need a temporary group create to use for laying down distance paths
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ubTempGroupId = CreateNewPlayerGroupDepartingFromSector( (UINT8)sSectorX, (UINT8)sSectorY );
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