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-optimized the sight handling code for tracers so that it doesn't run for every tile crossed
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@218 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -195,6 +195,10 @@ void RemoveBullet( INT32 iBullet )
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}
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}
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if ( gBullets[ iBullet ].usFlags & ( BULLET_FLAG_TRACER ) )
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{
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AllTeamsLookForAll(TRUE);
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}
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}
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}
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else
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@@ -410,7 +414,6 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
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{
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strcpy( AniParams.zCachedFile, "TILECACHE\\BULLET_TRACER.STI" );
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AniParams.uiFlags |= ANITILE_LIGHT;
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AniParams.sDelay = 0;
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}
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CreateAnimationTile( &AniParams );
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@@ -146,7 +146,6 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
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ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
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LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
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AllTeamsLookForAll( FALSE );
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}
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}
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else
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