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Reduce code duplication (#233)
* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY * Add direction utility function We have a lot of places in the code that calculate direction based on center cell coordinates, but lack a utility function for it similar to other direction methods. * Use utility function for calculating direction * Use ConvertGridNoToCenterCellXY * Use utility function for direction * Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY * Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY * Remove CenterX & CenterY functions Use ConvertGridNoToCenterCellXY instead * Remove CenterX & CenterY calls from UB configuration * Address review feedback * Remove duplicate function ConvertGridNoToCenterCellXY and ConvertMapPosToWorldTileCenter do the exact same thing * Use PythSpacesAway instead of GetRangeFromGridNoDiff Both functions calculate the same thing * Remove GetRangeFromGridNoDiff * Remove calls to abs() The values end up being squared anyways making these unnecessary
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@@ -2187,7 +2187,7 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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pSoldier->usPendingAnimation = LOB_ITEM;
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}
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// Draw item depending on distance from buddy
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else if ( GetRangeFromGridNoDiff( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE )
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else if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE )
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{
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//ddd maybe need to add check for throwing item class - grenade
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if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) &&
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@@ -5919,8 +5919,7 @@ void SetOffBoobyTrap( ITEM_POOL * pItemPool )
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if ( pItemPool )
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{
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INT16 sX, sY;
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sX = CenterX( pItemPool->sGridNo );
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sY = CenterY( pItemPool->sGridNo );
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ConvertGridNoToCenterCellXY(pItemPool->sGridNo, &sX, &sY);
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IgniteExplosion( NOBODY, sX, sY, (INT16) (gpWorldLevelData[pItemPool->sGridNo].sHeight + pItemPool->bRenderZHeightAboveLevel), pItemPool->sGridNo, MINI_GRENADE, 0 );
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RemoveItemFromPool( pItemPool->sGridNo, pItemPool->iItemIndex, pItemPool->ubLevel );
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}
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