- removed variables that are not used

- some fixes on soldier direction calculations

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1403 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2007-09-20 14:35:33 +00:00
parent 5a0abb4a14
commit ebd1e97d37
11 changed files with 36 additions and 32 deletions
+11 -11
View File
@@ -4586,8 +4586,8 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect
// fDoor determines whether special door-handling code should be used (for interacting with doors)
INT16 sFourGrids[4], sDistance=0;
INT16 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
INT32 cnt;
INT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
//INT32 cnt;
INT16 sClosest=NOWHERE, sSpot, sOkTest;
INT16 sCloseGridNo=NOWHERE;
UINT32 uiMercFlags;
@@ -4717,15 +4717,15 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect
if ( sDistance < sClosest )
{
sClosest = sDistance;
sCloseGridNo = (INT16)sGridNo;
sClosest = sDistance;
sCloseGridNo = sGridNo;
}
}
}
}
for (cnt = 0; cnt < 4; cnt++)
for (INT8 cnt = 0; cnt < 4; cnt++)
{
// MOVE OUT TWO DIRECTIONS
sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
@@ -4874,8 +4874,8 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub
// fDoor determines whether special door-handling code should be used (for interacting with doors)
INT16 sFourGrids[4], sDistance=0;
INT16 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
INT32 cnt;
INT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
//INT32 cnt;
INT16 sClosest=WORLD_MAX, sSpot, sSpot2, sOkTest;
INT16 sCloseGridNo=NOWHERE;
UINT32 uiMercFlags;
@@ -4952,7 +4952,7 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub
}
for (cnt = 0; cnt < 4; cnt++)
for (INT8 cnt = 0; cnt < 4; cnt++)
{
// MOVE OUT TWO DIRECTIONS
sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
@@ -5131,13 +5131,13 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub
INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection )
{
INT16 cnt;
//INT16 cnt;
INT16 sSpot;
UINT8 ubGuyThere;
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ )
for ( INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ )
{
sSpot = (INT16)NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) );
sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) );
if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ cnt ][ pSoldier->bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED )
{