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Minor code cleanup (by Asdow and sun_alf)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8812 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -866,25 +866,19 @@ UINT32 DrawMap( void )
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case MAP_DISPLAY_AIRSPACE_COLOURED_SAMS:
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{
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CHAR16 sString[20];
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swprintf( sString, L"%d", ubSAMControlledSectors[cnt2][cnt] );
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BOOLEAN a = FALSE;
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BOOLEAN b = FALSE;
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BOOLEAN c = FALSE;
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BOOLEAN d = FALSE;
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BOOLEAN samworking = FALSE;
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for ( int i = 0; i < NUMBER_OF_SAMS; ++i )
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{
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for ( int i = 0; i < NUMBER_OF_SAMS; ++i )
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if ( DoesSamCoverSector( i, SECTOR( cnt, cnt2 ), &samworking ) && samworking )
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{
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BOOLEAN samworking = FALSE;
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if ( DoesSamCoverSector( i, SECTOR( cnt, cnt2 ), &samworking ) && samworking )
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{
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if ( i == 0 ) a = TRUE;
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if ( i == 1 ) b = TRUE;
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if ( i == 2 ) c = TRUE;
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if ( i == 3 ) d = TRUE;
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}
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if ( i == 0 ) a = TRUE;
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if ( i == 1 ) b = TRUE;
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if ( i == 2 ) c = TRUE;
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if ( i == 3 ) d = TRUE;
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}
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}
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@@ -918,15 +912,6 @@ UINT32 DrawMap( void )
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ShadeMapElem( cnt, cnt2, MAP_SHADE_MIX_GREEN_BLUE_YELLOW );
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else if ( a && b && c && d )
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ShadeMapElem( cnt, cnt2, MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW );
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INT16 sXCorner = (INT16)(MAP_VIEW_START_X + (cnt * MAP_GRID_X));
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INT16 sYCorner = (INT16)(MAP_VIEW_START_Y + (cnt2 * MAP_GRID_Y));
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INT16 usXPos, usYPos;
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FindFontCenterCoordinates( sXCorner, sYCorner, MAP_GRID_X, MAP_GRID_Y, sString, FONT14ARIAL, &usXPos, &usYPos );
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gprintfdirty( usXPos, usYPos, sString );
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mprintf( usXPos, usYPos, sString );
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}
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break;
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@@ -2110,7 +2110,7 @@ FLOAT CalcHourlyVolunteerGain()
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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// not if the enemy controls this sector
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sX, sY )].fEnemyControlled )
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@@ -2178,14 +2178,9 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
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}
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}
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// ATE: Check here for a lot of conditions!
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else if (((uiLevelNodeFlags & LEVELNODE_PHYSICSOBJECT)) && !(uiFlags&TILES_DIRTY))
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else if ( (uiLevelNodeFlags & LEVELNODE_PHYSICSOBJECT) && !(uiFlags&TILES_DIRTY) )
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{
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bItemOutline = TRUE;
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if (uiLevelNodeFlags & LEVELNODE_PHYSICSOBJECT)
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{
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bItemOutline = FALSE;
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}
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bItemOutline = FALSE;
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bBlitClipVal = BltIsClippedOrOffScreen(hVObject, sXPos, sYPos, usImageIndex, &gClippingRect);
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