removed obsolete code

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7464 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-08-31 20:42:20 +00:00
parent fce1904d12
commit ee27f27895
25 changed files with 126 additions and 775 deletions
+2 -45
View File
@@ -5656,29 +5656,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
if ( range < 1 )
return;
UINT8 normalgroupsize = 0;
normalgroupsize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
break;
case DIF_LEVEL_MEDIUM:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
break;
case DIF_LEVEL_HARD:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
break;
case DIF_LEVEL_INSANE:
default:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
break;
}
*/
normalgroupsize *= 2;
UINT16 normalgroupsize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT detect_basechance = 1.0f - pow(0.5f, numberofradiooperators);
FLOAT detect_rangefactor = .0f;
@@ -6006,28 +5984,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
}
}
UINT16 usNormalGroupSize = 0;
usNormalGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
break;
case DIF_LEVEL_MEDIUM:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
break;
case DIF_LEVEL_HARD:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
break;
case DIF_LEVEL_INSANE:
default:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
break;
}
*/
usNormalGroupSize *= 2;
UINT16 usNormalGroupSize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier) * 10 ) / 3000.0f;