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Remove useless code
!AimingGun(pSoldier) would always evaluate to true and there are no hits to CrowDecideAction in the entire solution even in commented out code
This commit is contained in:
@@ -190,7 +190,6 @@ typedef enum
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INT16 AdvanceToFiringRange( SOLDIERTYPE * pSoldier, INT16 sClosestOpponent );
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INT16 AdvanceToFiringRange( SOLDIERTYPE * pSoldier, INT16 sClosestOpponent );
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BOOLEAN AimingGun(SOLDIERTYPE *pSoldier);
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void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot);
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void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot);
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void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAttack);
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void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAttack);
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void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
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void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
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@@ -223,7 +222,6 @@ INT8 ArmedVehicleDecideAction( SOLDIERTYPE* pSoldier );
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// a variant of ClosestSeenOpponent(...), that allows to find enemies on a roof
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// a variant of ClosestSeenOpponent(...), that allows to find enemies on a roof
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INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
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INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
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INT8 CrowDecideAction( SOLDIERTYPE * pSoldier );
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void DecideAlertStatus( SOLDIERTYPE *pSoldier );
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void DecideAlertStatus( SOLDIERTYPE *pSoldier );
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INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier );
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INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier );
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UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction );
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UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction );
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@@ -408,10 +408,6 @@ BOOLEAN InitAI( void )
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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 AimingGun(SOLDIERTYPE *pSoldier)
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{
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return(FALSE);
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}
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void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named inappropriately
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void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named inappropriately
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{
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{
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@@ -7086,7 +7086,7 @@ L_NEWAIM:
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{
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{
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// we might want to turn before lying down!
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// we might want to turn before lying down!
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if ( (!gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints - GetAPsToChangeStance( pSoldier, (INT8) pSoldier->aiData.usActionData )) &&
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if ( (!gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints - GetAPsToChangeStance( pSoldier, (INT8) pSoldier->aiData.usActionData )) &&
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(((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) && !AimingGun(pSoldier)) )
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((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) )
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{
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{
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// if we have a closest seen opponent
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// if we have a closest seen opponent
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if (!TileIsOutOfBounds(sClosestOpponent))
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if (!TileIsOutOfBounds(sClosestOpponent))
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@@ -7140,7 +7140,7 @@ L_NEWAIM:
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// hopeless guys shouldn't waste their time this way, UNLESS they CAN move
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// hopeless guys shouldn't waste their time this way, UNLESS they CAN move
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// but chose not to to get this far (which probably means they're cornered)
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// but chose not to to get this far (which probably means they're cornered)
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// ALSO, don't bother turning if we're already aiming a gun
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// ALSO, don't bother turning if we're already aiming a gun
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if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) && !AimingGun(pSoldier))
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if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) )
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{
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{
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// determine the location of the known closest opponent
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// determine the location of the known closest opponent
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// (don't care if he's conscious, don't care if he's reachable at all)
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// (don't care if he's conscious, don't care if he's reachable at all)
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@@ -10297,7 +10297,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
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// hopeless guys shouldn't waste their time this way, UNLESS they CAN move
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// hopeless guys shouldn't waste their time this way, UNLESS they CAN move
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// but chose not to to get this far (which probably means they're cornered)
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// but chose not to to get this far (which probably means they're cornered)
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// ALSO, don't bother turning if we're already aiming a gun
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// ALSO, don't bother turning if we're already aiming a gun
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if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) && !AimingGun( pSoldier ) )
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if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) )
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{
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{
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// determine the location of the known closest opponent
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// determine the location of the known closest opponent
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// (don't care if he's conscious, don't care if he's reachable at all)
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// (don't care if he's conscious, don't care if he's reachable at all)
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