nuke all the #if 0's

scripted commit:

find . -not -path '*/.*' -and -not -path '*/ext*' -type d -exec coan source -R -E {} ';'

https://coan2.sourceforge.net/coan_man_1.html
This commit is contained in:
Marco Antonio Jaguaribe Costa
2023-01-19 00:13:08 +02:00
committed by Asdow
parent 6afe785f4b
commit 8b1c4effa0
72 changed files with 0 additions and 6657 deletions
-77
View File
@@ -9296,11 +9296,6 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower"));
CancelAIAction( pSoldier, TRUE );
#if 0
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
pSoldier->aiData.usActionData = ubNewStance;
pSoldier->aiData.bActionInProgress = TRUE;
#endif
}
// go for it!
@@ -9642,38 +9637,6 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
UINT32 cnt;
UINT8 ubID;
#if 0
// 0verhaul: None of this is necessary anymore with the new attack busy system
if (ubID == NOBODY)
{
pSoldier = NULL;
pTarget = NULL;
}
else
{
pSoldier = MercPtrs[ ubID ];
if ( ubTargetID != NOBODY)
{
pTarget = MercPtrs[ ubTargetID ];
}
else
{
pTarget = NULL;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(">>Target ptr is null!" ) );
}
}
if (fCalledByAttacker)
{
if (pSoldier && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN)
{
if (pSoldier->bBulletsLeft > 0)
{
return( pTarget );
}
}
}
#endif
// if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
// {
@@ -9798,15 +9761,6 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
return( NULL );
}
#endif
#if 0
// 0verhaul: This is moved to the end loop where everybody's state is reset for the next action
if (pTarget)
{
// reset # of shotgun pellets hit by
pTarget->bNumPelletsHitBy = 0;
// reset flag for making "ow" sound on being shot
}
#endif
if (pSoldier)
{
@@ -10099,17 +10053,6 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
SOLDIERTYPE * ReduceAttackBusyCount( )
{
#if 0
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyCount") );
if ( ubID == NOBODY )
{
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, NOBODY ) );
}
else
{
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, MercPtrs[ ubID ]->ubTargetID ) );
}
#endif
// 0verhaul: This is now a simple subroutine.
return InternalReduceAttackBusyCount( );
}
@@ -10126,26 +10069,6 @@ SOLDIERTYPE * FreeUpAttacker( )
return( ReduceAttackBusyCount( ) );
}
#if 0
// 0verhaul: These routines are declared obsolete. Call ReduceAttackBusyCount instead.
SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttackerGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, TRUE, ubTargetID ) );
}
SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, FALSE, ubTargetID ) );
}
#endif
void StopMercAnimation( BOOLEAN fStop )