Merged revision(s) 6826-6828 from branches/ja2_source_official_2014:

- Minor code improvements and cleanup
- Fix from r6775 is no longer necessary.
- Code improvement: Instead of calling inv.size() repeatedly, just call it once and remember that value

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6829 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-01-26 12:18:43 +00:00
parent d4aa35a66e
commit d6186aca15
34 changed files with 677 additions and 643 deletions
+7 -10
View File
@@ -5698,7 +5698,7 @@ void ResetMultiSelection( )
// Make them move....
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector )
{
@@ -5749,7 +5749,7 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
// ATE:Check at least for one guy that's in point!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
{
// Check if this guy is OK to control....
if ( OK_CONTROLLABLE_MERC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
@@ -5777,7 +5777,7 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
// ATE: Now loop through our guys and see if any fit!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
{
// Check if this guy is OK to control....
@@ -5805,7 +5805,6 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
}
}
return( GAME_SCREEN );
}
@@ -5978,7 +5977,6 @@ BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive , BOOLEAN fAllowMer
SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
BOOLEAN fValidGuy = FALSE;
if ( gusSelectedSoldier != NOBODY )
{
if ( AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
@@ -6009,7 +6007,6 @@ BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive , BOOLEAN fAllowMer
return( FALSE );
}
// IF BAD GUY - CHECK VISIVILITY
if ( pSoldier->bTeam != gbPlayerNum )
{
@@ -6742,13 +6739,13 @@ void SetInterfaceHeightLevel( )
// ATE: Use an entry point to determine what height to use....
if( gMapInformation.sNorthGridNo != -1 )
if( gMapInformation.sNorthGridNo != NOWHERE )
sGridNo = gMapInformation.sNorthGridNo;
else if( gMapInformation.sEastGridNo != -1 )
else if( gMapInformation.sEastGridNo != NOWHERE )
sGridNo = gMapInformation.sEastGridNo;
else if( gMapInformation.sSouthGridNo != -1 )
else if( gMapInformation.sSouthGridNo != NOWHERE )
sGridNo = gMapInformation.sSouthGridNo;
else if( gMapInformation.sWestGridNo != -1 )
else if( gMapInformation.sWestGridNo != NOWHERE )
sGridNo = gMapInformation.sWestGridNo;
else
{