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