mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
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:
committed by
Asdow
parent
6afe785f4b
commit
8b1c4effa0
@@ -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 )
|
||||
|
||||
Reference in New Issue
Block a user