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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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@@ -1787,7 +1787,9 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
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pSoldier->aiData.bOppList[ pVehicle->ubID ] = 1;
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// Add to sector....
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pSoldier->EVENT_SetSoldierPosition( CenterX( sGridNo ), CenterY( sGridNo ) );
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
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pSoldier->EVENT_SetSoldierPosition( sX, sY );
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// anv: since now they can shoot it's important to set passenger to proper stance
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// namely, back to standing, because we set them to crouching when entering
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@@ -2064,7 +2066,9 @@ void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridN
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pVehicleList[ ubID ].fDestroyed = TRUE;
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// Explode vehicle...
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IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, GREAT_BIG_EXPLOSION, 0 );
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
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IgniteExplosion( ubAttackerID, sX, sY, 0, sGridNo, GREAT_BIG_EXPLOSION, 0 );
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if ( pSoldier != NULL )
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{
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