- 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
+2 -2
View File
@@ -2300,7 +2300,7 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl
// We should reduce points for starting to run if first tile is a fence...
sTestGridno = NewGridNo(pSold->sGridNo,(INT16) DirectionInc( (UINT16)guiPathingData[0]));
sTestGridno = NewGridNo(pSold->sGridNo, DirectionInc( guiPathingData[0]));
if ( gubWorldMovementCosts[ sTestGridno ][ (INT8)guiPathingData[0] ][ pSold->bLevel] == TRAVELCOST_FENCE )
{
if ( usMovementMode == RUNNING && pSold->usAnimState != RUNNING )
@@ -2354,7 +2354,7 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl
// what is the next gridno in the path?
sOldGrid = sTempGrid;
sTempGrid = NewGridNo(sTempGrid,(INT16) DirectionInc( (UINT16)guiPathingData[iCnt]));
sTempGrid = NewGridNo(sTempGrid, DirectionInc( guiPathingData[iCnt]));
// Get switch value...
sSwitchValue = gubWorldMovementCosts[ sTempGrid ][ (INT8)guiPathingData[iCnt] ][ pSold->bLevel];