Lessen repetition

This commit is contained in:
Asdow
2024-11-21 21:53:36 +02:00
parent 67c8081104
commit 94f2e830e0
2 changed files with 45 additions and 38 deletions
+5 -3
View File
@@ -560,12 +560,14 @@ void EndTacticalBattleForEnemy()
//severe loyalty blow.
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife >= OKLIFE )
SOLDIERTYPE *pSoldier = MercPtrs[i];
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE )
{ //found one live militia, so look for any enemies/creatures.
// NOTE: this is relying on ENEMY_TEAM being immediately followed by CREATURE_TEAM
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
for(UINT16 j = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; j <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife >= OKLIFE )
SOLDIERTYPE *pEnemy = MercPtrs[j];
if( pEnemy->bActive && pEnemy->bInSector && pEnemy->stats.bLife >= OKLIFE )
{ //confirmed at least one enemy here, so do the loyalty penalty.
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ABANDON_MILITIA, gWorldSectorX, gWorldSectorY, 0 );
break;