diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp index 89a282dd..1ee6eaef 100644 --- a/Strategic/Queen Command.cpp +++ b/Strategic/Queen Command.cpp @@ -2948,89 +2948,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier ) } -void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap() -{ - INT32 i; - BOOLEAN fMadeCorpse; - INT8 bKilledEnemies = 0, bKilledCreatures = 0, bKilledRebels = 0, bKilledCivilians = 0; - return; - //If any of the soldiers are dying, kill them now. - for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ ) - { - if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife ) - { - MercPtrs[ i ]->stats.bLife = 0; - MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO - HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse ); - bKilledEnemies++; - } - } - //Do the same for the creatures. - for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ ) - { - if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife ) - { - MercPtrs[ i ]->stats.bLife = 0; - HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse ); - bKilledCreatures++; - } - } - //Militia - for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ ) - { - if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife ) - { - MercPtrs[ i ]->stats.bLife = 0; - MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO - HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse ); - bKilledRebels++; - } - } - //Civilians - for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ ) - { - if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife ) - { - MercPtrs[ i ]->stats.bLife = 0; - MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO - HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse ); - bKilledCivilians++; - } - } - -// TEST MESSAGES ONLY! - if( bKilledCivilians ) - ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d civilians died after you left the sector.", bKilledCivilians ); - if( bKilledRebels ) - ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d militia died after you left the sector.", bKilledRebels ); - if( bKilledEnemies ) - ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d enemies died after you left the sector.", bKilledEnemies ); - if( bKilledCreatures ) - ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d creatures died after you left the sector.", bKilledCreatures ); - - if( !gbWorldSectorZ ) - { - SECTORINFO *pSector; - pSector = &SectorInfo[ SECTOR(gWorldSectorX, gWorldSectorY) ]; - pSector->ubAdminsInBattle = 0; - pSector->ubTroopsInBattle = 0; - pSector->ubElitesInBattle = 0; - pSector->ubCreaturesInBattle = 0; - //RecalculateSectorWeight( - } - else if( gbWorldSectorZ > 0 ) - { - UNDERGROUND_SECTORINFO *pSector; - pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); - if( !pSector ) - return; - pSector->ubAdminsInBattle = 0; - pSector->ubTroopsInBattle = 0; - pSector->ubElitesInBattle = 0; - pSector->ubCreaturesInBattle = 0; - } -} - BOOLEAN PlayerSectorDefended( UINT8 ubSectorID ) { if ( NumNonPlayerTeamMembersInSector( SECTORX( ubSectorID ), SECTORY( ubSectorID ), MILITIA_TEAM ) ) diff --git a/Strategic/Queen Command.h b/Strategic/Queen Command.h index ead2f97e..e2131429 100644 --- a/Strategic/Queen Command.h +++ b/Strategic/Queen Command.h @@ -46,7 +46,6 @@ void EndTacticalBattleForEnemy(); void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier ); -void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap(); BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile ); BOOLEAN LoadUnderGroundSectorInfoFromSavedGame( HWFILE hFile );