Address review feedback

This commit is contained in:
Marco Antonio Jaguaribe Costa
2023-01-19 00:13:08 +02:00
committed by Asdow
parent 8b1c4effa0
commit d4abc82488
16 changed files with 22 additions and 93 deletions
-1
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@@ -12590,7 +12590,6 @@ UINT16 PickARandomLaunchable(UINT16 itemIndex)
UINT16 usRandom = 0;
UINT16 lowestCoolness = LowestLaunchableCoolness(itemIndex);
// Flugente: the above code is highly dubious.. why do we loop over all items 2 times, and why that obscure usRandom--; business? This can cause an underflow!
BOOLEAN isnight = NightTime();
UINT16 maxcoolness = max( HighestPlayerProgressPercentage() / 10, lowestCoolness );
+2
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@@ -5296,6 +5296,8 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
dDeltaX = dEndX - dStartX;
dDeltaY = dEndY - dStartY;
dDeltaZ = dEndZ - dStartZ;
/* see previous commit for historically interesting comment on the reason Distance2D instead
of Distance3D is used here */
d2DDistance = Distance2D( dDeltaX, dDeltaY );
iDistance = (INT32) d2DDistance;
-1
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@@ -800,7 +800,6 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
if (gfDisplayCoverValues && gfDrawPathPoints)
{
SetRenderFlags( RENDER_FLAG_FULL );
// The RenderCoverDebugInfo call is now made by RenderWorld. So don't try to call it here
}
#endif
+14 -26
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@@ -3919,8 +3919,6 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
if ( !this->flags.fDontChargeAPsForStanceChange )
{
// CHRISL
// SANDRO - APBPConstants[AP_CROUCH] changed to GetAPsCrouch()
if ( UsingNewInventorySystem( ) )
{
if ( usNewState == KNEEL_UP || usNewState == BIGMERC_CROUCH_TRANS_OUTOF )
@@ -3950,32 +3948,25 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
// ATE: If we are NOT waiting for prone down...
if ( this->flags.bTurningFromPronePosition < TURNING_FROM_PRONE_START_UP_FROM_MOVE && !this->flags.fDontChargeAPsForStanceChange )
{
// silversurfer: of course we deduct points for stance changes!
// ATE: Don't do this if we are still 'moving'....
// SANDRO - APBPConstants[AP_PRONE] changed to GetAPsProne()
//if ( this->sGridNo == this->pathing.sFinalDestination || this->pathing.usPathIndex == 0 )
//{
// CHRISL
if ( UsingNewInventorySystem( ) )
if ( UsingNewInventorySystem( ) )
{
if ( usNewState == PRONE_UP )
{
if ( usNewState == PRONE_UP )
{
sAPCost = GetAPsProne( this, TRUE * 2 );
sBPCost = APBPConstants[BP_PRONE] + 2;
}
else
{
sAPCost = GetAPsProne( this, TRUE );
sBPCost = APBPConstants[BP_PRONE] + 1;
}
sAPCost = GetAPsProne( this, TRUE * 2 );
sBPCost = APBPConstants[BP_PRONE] + 2;
}
else
{
sAPCost = GetAPsProne( this, FALSE );
sBPCost = APBPConstants[BP_PRONE];
sAPCost = GetAPsProne( this, TRUE );
sBPCost = APBPConstants[BP_PRONE] + 1;
}
DeductPoints( this, sAPCost, sBPCost );
//}
}
else
{
sAPCost = GetAPsProne( this, FALSE );
sBPCost = APBPConstants[BP_PRONE];
}
DeductPoints( this, sAPCost, sBPCost );
}
this->flags.fDontChargeAPsForStanceChange = FALSE;
break;
@@ -4311,8 +4302,6 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
// Reset some animation values
this->flags.fForceShade = FALSE;
// CHECK IF WE ARE AT AN IDLE ACTION
// ATE; For some animations that could use some variations, do so....
if ( usNewState == CHARIOTS_OF_FIRE || usNewState == BODYEXPLODING )
{
@@ -7114,7 +7103,6 @@ BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16
return(FALSE);
}
// we can use the soldier's level here because we don't have pathing across levels right now...
{
iDest = FindBestPath( this, sDestGridNo, this->pathing.bLevel, usMovementAnim, COPYROUTE, fFlags );
fContinue = (iDest != 0);
-3
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@@ -355,9 +355,6 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT8 b
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
return( MOVE_TILE_STATIONARY_BLOCKED );
}
else
{
}
}
// Unset flag for blocked by soldier...
-3
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@@ -1383,9 +1383,6 @@ INT16 DistanceVisible(SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
// let tanks see and be seen further (at night)
if ( (ARMED_VEHICLE( pSoldier ) && sDistVisible > 0) || (pSubject && ARMED_VEHICLE( pSubject )) )
{
// 0verhaul: This bit of code 1) seems to have no real reason to exist (MaxDistVisible just calls this function anyway),
// and 2) causes infinite recursion because MaxDistVisible just calls this function, which comes right back here. Just
// add 5 to sDistVisible and go on.
sDistVisible = sDistVisible + 5;
}