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https://github.com/1dot13/source.git
synced 2026-09-16 14:47:17 +02:00
Removed unused code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7709 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2814,8 +2814,9 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
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{
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{
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AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
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AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
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StrategicRemoveMilitiaFromSector( gpCivs[ i ].pSoldier->sSectorX, gpCivs[ i ].pSoldier->sSectorY, ubCurrentRank, 1 );
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StrategicRemoveMilitiaFromSector( gpCivs[ i ].pSoldier->sSectorX, gpCivs[ i ].pSoldier->sSectorY, ubCurrentRank, 1 );
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// ARRemoveMilitiaMan( gpAR->ubSectorX, gpAR->ubSectorY, ubCurrentRank );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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}
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}
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else
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else
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{
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{
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@@ -156,25 +156,6 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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return ubResult;
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return ubResult;
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}
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}
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UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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ubResult += MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), ubRank );
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return ubResult;
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}
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BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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{
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{
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UINT16 pusMoveDir[4][3];
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UINT16 pusMoveDir[4][3];
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@@ -198,37 +179,6 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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return TRUE;
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return TRUE;
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}
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}
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BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubRandom;
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if( MilitiaInSectorOfRank( sMapX, sMapY, ubRank ) )
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{
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StrategicRemoveMilitiaFromSector( sMapX, sMapY, ubRank, 1 );
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ARMoveBestMilitiaManFromAdjacentSector( sMapX, sMapY );
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return TRUE;
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}
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
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for( ; ; )
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{
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ubRandom = Random( ubDirNumber );
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if( MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank ) )
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{
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank, 1 );
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return TRUE;
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}
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}
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return FALSE;
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}
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GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
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GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
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{
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{
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GROUP *curr;
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GROUP *curr;
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@@ -1,17 +1,11 @@
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#ifndef __REINFORCEMENT_H__
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#ifndef __REINFORCEMENT_H__
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#define __REINFORCEMENT_H__
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#define __REINFORCEMENT_H__
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#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcementsOnlyInCity ? TRUE: FALSE )
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//For Autoresolve (mostly)
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//For Autoresolve (mostly)
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void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks );
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void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks );
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BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY );
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BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY );
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UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY );
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UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY );
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UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
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UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
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UINT8 MilitiaInFiveSectorsOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank);
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BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank );
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UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
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UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
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//For Tactical
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//For Tactical
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