mirror of
https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
cleaned up code: some comiler-warnings fixed, obsolete code removed (oops..and some whitespace stuff) (by CleaningWoman)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6102 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1284,7 +1284,7 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent )
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// Just try/catch (ugly, but works).
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__try
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{
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for(UINT32 i=0; i<WORLD_MAX ;i+=4)
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for(UINT32 i=0; i<(UINT32)WORLD_MAX ;i+=4)
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{
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gubWorldTileInLight[i] = InLightAtNight(i, gpWorldLevelData[ i ].sHeight);
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gubIsCorpseThere[i] = IsCorpseAtGridNo( i, gpWorldLevelData[ i ].sHeight );
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@@ -7049,4 +7049,4 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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}
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return( FALSE );
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}
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}
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@@ -6,7 +6,6 @@
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#include "builddefines.h"
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#include <stdio.h>
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#include "sgp.h"
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//#include "soldier control.h"
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#include "Encrypted File.h"
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#include "faces.h"
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#include "wcheck.h"
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@@ -25,7 +24,6 @@
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#include "items.h"
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#include "text.h"
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#include "overhead.h"
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//#include "soldier control.h"
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#include "assignments.h"
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#include "strategic.h"
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#include "strategicmap.h"
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@@ -4160,6 +4158,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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{
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pSoldier = ChangeSoldierTeam( pSoldier, CIV_TEAM );
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}
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Assert(pSoldier);
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// remove profile from map
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gMercProfiles[ pSoldier->ubProfile ].sSectorX = 0;
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gMercProfiles[ pSoldier->ubProfile ].sSectorY = 0;
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@@ -3515,13 +3515,11 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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BOOLEAN fDoSomeoneElse = FALSE;
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BOOLEAN fCanWeSeeLocation = FALSE;
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gfLastMercTalkedAboutKillingID = pKilledSoldier->ubID;
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// Can we see location?
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fCanWeSeeLocation = ( SoldierTo3DLocationLineOfSightTest( pKillerSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) != 0 );
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BOOLEAN fCanWeSeeLocation = ( SoldierTo3DLocationLineOfSightTest( pKillerSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) != 0 );
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// Are we killing mike?
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if ( pKilledSoldier->ubProfile == MIKE && pKillerSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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@@ -1715,7 +1715,7 @@ public:
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// Copy Constructor
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OLDSOLDIERTYPE_101(const OLDSOLDIERTYPE_101& src) {
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memcpy(this, &src, SIZEOF_OLDSOLDIERTYPE_101_POD);
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memcpy(this, &src, SIZEOF_OLDSOLDIERTYPE_101_POD); // FIXME: memcpy std::vector
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inv = src.inv;
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bNewItemCount = src.bNewItemCount;
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bNewItemCycleCount = src.bNewItemCycleCount;
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@@ -1725,7 +1725,7 @@ public:
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OLDSOLDIERTYPE_101& operator=(const OLDSOLDIERTYPE_101& src)
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{
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if (this != &src) {
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memcpy(this, &src, SIZEOF_OLDSOLDIERTYPE_101_POD);
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memcpy(this, &src, SIZEOF_OLDSOLDIERTYPE_101_POD); // FIXME: memcpy std::vector
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inv = src.inv;
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bNewItemCount = src.bNewItemCount;
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bNewItemCycleCount = src.bNewItemCycleCount;
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@@ -1741,7 +1741,7 @@ public:
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// Use this instead of the old method of calling memset!
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// Note that the constructor does this automatically.
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void initialize() {
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memset( this, 0, SIZEOF_OLDSOLDIERTYPE_101_POD);
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memset( this, 0, SIZEOF_OLDSOLDIERTYPE_101_POD); // FIXME: memcpy std::vector
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inv.clear();
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for (int idx=0; idx < (int)inv.size(); ++idx) {
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bNewItemCount[idx] = 0;
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@@ -2402,6 +2402,10 @@ public:
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INT32 sPlotSrcGrid;
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}; // OLDSOLDIERTYPE_101;
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void HandleTakeDamageDeath( SOLDIERTYPE *pSoldier, UINT8 bOldLife, UINT8 ubReason );
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#endif
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@@ -219,7 +219,7 @@ public:
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UINT16 GetChecksum();
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SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const _OLD_SOLDIERCREATE_STRUCT& src);//dnl ch42 250909
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SOLDIERCREATE_STRUCT& operator=(const _OLD_SOLDIERCREATE_STRUCT& src);//dnl ch42 250909
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// Initialize the soldier.
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// Use this instead of the old method of calling memset!
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@@ -15,7 +15,6 @@
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#include "math.h"
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#include "jascreens.h"
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#include "pathai.h"
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//#include "Soldier Control.h"
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#include "Animation Control.h"
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#include "Animation Data.h"
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#include "Event Pump.h"
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@@ -356,11 +355,9 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
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// If we're on terrain,
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if ( gusSelectedSoldier != NOBODY )
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{
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INT8 bReturnVal = FALSE;
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GetSoldier( &pSoldier, gusSelectedSoldier );
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bReturnVal = HandleMoveModeInteractiveClick( usMapPos, puiNewEvent );
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INT8 bReturnVal = HandleMoveModeInteractiveClick( usMapPos, puiNewEvent );
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// All's OK for interactive tile?
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if ( bReturnVal == -2 )
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@@ -1739,6 +1739,7 @@ void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridN
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#endif
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pSoldier = GetSoldierStructureForVehicle( ubID );
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Assert(pSoldier);
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if ( sDmg > pSoldier->stats.bLife )
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{
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@@ -4304,6 +4304,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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OBJECTTYPE * pObj;
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pBullet = GetBulletPtr( iBullet );
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Assert(pBullet);
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// Flugente: check for underbarrel weapons and use that object if necessary
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pObj = MercPtrs[ ubAttackerID ]->GetUsedWeapon( &MercPtrs [ ubAttackerID ]->inv[MercPtrs[ubAttackerID]->ubAttackingHand] );
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+3
-2
@@ -349,7 +349,8 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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if ( gubGridNoValue == 255 )
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{
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// Reset!
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memset( gubGridNoMarkers, 0, sizeof( gubGridNoMarkers ) );
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Assert(gubGridNoMarkers);
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memset(gubGridNoMarkers, 0, sizeof(UINT8)*WORLD_MAX);
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gubGridNoValue = 1;
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}
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@@ -373,7 +374,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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range = pSoldier->bViewRange;
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// Flugente: adjust sightrange
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range = (UINT16)( (range * (100 + pSoldier->GetSightRangeBonus()) ) / 100);
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range = (UINT8)( (range * (100 + pSoldier->GetSightRangeBonus()) ) / 100);
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// balance item viewing range between normal and the limit set by opplist-type functions -- CJC
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range = (AdjustMaxSightRangeForEnvEffects( pSoldier, LightTrueLevel( pSoldier->sGridNo, pSoldier->pathing.bLevel), range ) + range) / 2;
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