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minor code cleanup (by sun_alf)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8813 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -375,7 +375,7 @@ void ASDDecideHeliOperations()
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// build a list of all possible locations that require us to drop troops in
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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// not if the enemy controls this sector
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sX, sY )].fEnemyControlled )
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@@ -2904,7 +2904,7 @@ void UpdateAssignments()
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// run through sectors and handle each type in sector
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for(sX = 0 ; sX < MAP_WORLD_X; ++sX )
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{
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for( sY =0; sY < MAP_WORLD_X; ++sY )
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for( sY =0; sY < MAP_WORLD_Y; ++sY )
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{
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for( bZ = 0; bZ < 4; ++bZ )
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{
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@@ -6203,7 +6203,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
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// run through sectors and handle each type in sector
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for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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// is this sector within range?
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FLOAT euklid_dist = (sX - sMapX)*(sX - sMapX) + (sY - sMapY)*(sY - sMapY);
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@@ -6259,7 +6259,7 @@ void ClearSectorScanResults()
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{
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for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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SectorInfo[ SECTOR( sX, sY ) ].uiFlags &= ~(SF_ASSIGN_NOTICED_ENEMIES_HERE|SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER);
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}
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@@ -6377,7 +6377,7 @@ void HandleStrategicDiseaseAndBurial()
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// turn corpses into disease once they are old enough
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for ( INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for ( INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( sX, sY )] );
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@@ -7039,7 +7039,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
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// run through sectors and handle each type in sector
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for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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if( SectorInfo[ SECTOR( sX, sY ) ].uiFlags & ( SF_ASSIGN_NOTICED_ENEMIES_HERE | SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER ) )
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{
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@@ -831,7 +831,7 @@ void HandleEarlyMorningEvents( void )
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// Flugente: no reason to put this into LUA
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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UINT8 sector = SECTOR( sX, sY );
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@@ -1894,7 +1894,7 @@ UINT16 GetTownWorkers(INT8 bTownId, UINT16& arusMax)
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY );
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@@ -1924,7 +1924,7 @@ void AddTownWorkers( INT8 bTownId, INT16 asAdd )
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{
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY );
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@@ -339,7 +339,7 @@ FLOAT GetWorkforceEffectivenessWithDisease( INT8 bTownId, UINT8 usTeam )
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY );
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@@ -6829,7 +6829,7 @@ BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
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for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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// if sector is controlled by enemies, it's not ours (duh!)
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if ( StrategicMap[sX + sY * MAP_WORLD_X].fEnemyControlled )
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