From ee27a3864cc87860f2a0bf2a3f809d9245a0ae04 Mon Sep 17 00:00:00 2001 From: Flugente Date: Tue, 11 Nov 2014 19:33:26 +0000 Subject: [PATCH] Fix: removed unnecessary display cover updates (by Ocular) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7651 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/DisplayCover.cpp | 2 +- Tactical/DisplayCover.h | 2 +- Tactical/Overhead.cpp | 2 +- Tactical/Soldier Control.cpp | 7 ------- 4 files changed, 3 insertions(+), 10 deletions(-) diff --git a/Tactical/DisplayCover.cpp b/Tactical/DisplayCover.cpp index b00bd83e..137ff946 100644 --- a/Tactical/DisplayCover.cpp +++ b/Tactical/DisplayCover.cpp @@ -478,7 +478,7 @@ BOOLEAN GridNoOnScreenAndAround( const INT32& sGridNo, const UINT8& ubRadius ) return( FALSE ); } -void DisplayCover( const BOOLEAN& forceUpdate ) +void DisplayCover( BOOLEAN forceUpdate ) { if ( gGameExternalOptions.ubCoverDisplayUpdateWait == (UINT16)-1 ) return; diff --git a/Tactical/DisplayCover.h b/Tactical/DisplayCover.h index f2853d06..229da303 100644 --- a/Tactical/DisplayCover.h +++ b/Tactical/DisplayCover.h @@ -5,7 +5,7 @@ void ResetOverlayModes(); void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo ); -void DisplayCover(const BOOLEAN& forceUpdate = FALSE); +void DisplayCover( BOOLEAN forceUpdate = FALSE); void SwitchToMercView(); void SwitchToEnemyView(); diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 4ce6e1d8..95291810 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -2691,7 +2691,7 @@ void HandleJohnArrival( SOLDIERTYPE * pSoldier ) } } -extern void DisplayCover( const BOOLEAN& forceUpdate ); +extern void DisplayCover( BOOLEAN forceUpdate ); BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving ) { diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 3680792f..dfc90192 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -17372,8 +17372,6 @@ INT16 SOLDIERTYPE::GetInterruptModifier( UINT8 usDistance ) return bonus; } -extern void DisplayCover( const BOOLEAN& forceUpdate ); - void SOLDIERTYPE::SoldierPropertyUpkeep( ) { // these effects last only one turn @@ -17429,11 +17427,6 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( ) { this->usSoldierFlagMask &= ~SOLDIER_BATTLE_PARTICIPATION; } - - if ( this->bInSector && this->bTeam == gbPlayerNum && !this->bCollapsed ) - { - DisplayCover( TRUE ); - } } // check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs