- code cleanup mostly from Brent Johnson (Nonomori), a very few from me

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@508 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Lesh
2006-09-06 19:10:08 +00:00
parent f205c1f620
commit 6df124efd7
34 changed files with 174 additions and 175 deletions
+9 -9
View File
@@ -507,7 +507,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no shells, can't fire the MORTAR
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
}
// if he's got a GL in his hand, make sure he has some type of GRENADE avail.
else if (Item[usInHand].grenadelauncher )
@@ -519,7 +519,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no grenades, can't fire the GLAUNCHER
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
usGrenade = pSoldier->inv[ bPayloadPocket ].usItem;
}
else if ( Item[usInHand].rocketlauncher )
@@ -528,7 +528,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
// put in hand
if ( Item[usInHand].singleshotrocketlauncher )
// as C1
ubSafetyMargin = Explosive[ Item[ C1 ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ C1 ].ubClassIndex ].ubRadius;
else
{
bPayloadPocket = FindLaunchable ( pSoldier, usInHand );
@@ -536,7 +536,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no ammo, can't fire
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
}
}
else if (Item[usInHand].cannon )
@@ -547,7 +547,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no ammo, can't fire
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
//bPayloadPocket = FindObj( pSoldier, TANK_SHELL );
@@ -563,7 +563,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
// else it's a plain old grenade, now in his hand
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcbestthrow: buddy's got a grenade");
bPayloadPocket = HANDPOS;
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
usGrenade = pSoldier->inv[ bPayloadPocket ].usItem;
if ( Item[usGrenade].flare )
@@ -1675,13 +1675,13 @@ INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ub
{
// explosive damage is 100-200% that of the rated, so multiply by 3/2s here
case CREATURE_QUEEN_SPIT: //TODO: Madd - remove the hardcoding here
iDamage += ( 3 * Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
iDamage += ( 3 * Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, (UINT8)Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
break;
case CREATURE_OLD_MALE_SPIT:
iDamage += ( 3 * Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
iDamage += ( 3 * Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, (UINT8)Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
break;
default:
iDamage += ( 3 * Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
iDamage += ( 3 * Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, (UINT8)Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
break;
}
}