Remove bLastKnownEnemies from SECTORINFO

As per the old comment, even though the field value is updated partially according to whether there are known enemies present or not, it's not used for anything.
This commit is contained in:
Asdow
2024-11-11 00:14:51 +02:00
parent fcf2b27d1a
commit 6c33009fab
6 changed files with 0 additions and 54 deletions
-2
View File
@@ -460,7 +460,6 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
pSector->ubNumJeeps = 0;
pSector->ubNumRobots = 0;
pSector->ubNumCreatures = 0;
pSector->bLastKnownEnemies = 0;
//Remove the mobile forces here, but only if battle is over.
while( pGroup )
{
@@ -1839,7 +1838,6 @@ void RenderAutoResolve()
HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0];