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
+1 -2
View File
@@ -512,8 +512,7 @@ void AirRaidLookForDive( )
{
// If we are are beginning game, only do gun dives..
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive == FALSE)
//if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && gGameOptions.ubDifficultyLevel < DIF_LEVEL_HARD )
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive )
{
if ( gbNumDives == 0 )
{
+4 -47
View File
@@ -1288,7 +1288,6 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
INT16 sChance;
MERCPROFILESTRUCT *pProfile = &(gMercProfiles[ iProfileID ]);
// if the player has never yet had the chance to hire this merc
if ( !( pProfile->ubMiscFlags3 & PROFILE_MISC_FLAG3_PLAYER_HAD_CHANCE_TO_HIRE) )
{
@@ -1296,36 +1295,14 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
return;
}
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
/*
// how many in total can be killed like this depends on player's difficulty setting
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY: //Kaiden Externalized ubMaxDeaths Values
ubMaxDeaths = gGameExternalOptions.giEasyMercDeaths;
break;
case DIF_LEVEL_MEDIUM:
ubMaxDeaths = gGameExternalOptions.giExperiencedMercDeaths;
break;
case DIF_LEVEL_HARD:
ubMaxDeaths = gGameExternalOptions.giExpertMercDeaths;
break;
case DIF_LEVEL_INSANE:
ubMaxDeaths = gGameExternalOptions.giInsaneMercDeaths;
break;
default:
Assert(FALSE);
ubMaxDeaths = 0;
break;
}
*/
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
// if we've already hit the limit in this game, skip these checks
if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
{
return;
}
// calculate this merc's (small) chance to get killed today (out of 1000)
sChance = 10 - pProfile->bExpLevel;
@@ -1617,28 +1594,8 @@ UINT8 CurrentPlayerProgressPercentage(void)
// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointNovice;
break;
case DIF_LEVEL_MEDIUM:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExperienced;
break;
case DIF_LEVEL_HARD:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExpert;
break;
case DIF_LEVEL_INSANE:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointInsane;
break;
default:
Assert(FALSE);
ubKillsPerPoint = 10;
break;
}
*/
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
if (usKillsProgress > usMaxKillsProgress)
{
+2 -5
View File
@@ -1821,11 +1821,8 @@ void HandleInitialEventsInHeliCrash()
UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor()
{
UINT32 uiNumTurns = PGF__NUM_TURNS_TILL_START_FAN_BACK_UP_EASY;
uiNumTurns = zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
return( uiNumTurns );
{
return( zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor );
}
+2 -45
View File
@@ -2063,34 +2063,7 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
//if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum)
if ( this->bTeam == ENEMY_TEAM )
{
ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubPoints += gGameExternalOptions.iEasyAPBonus;
break;
case DIF_LEVEL_MEDIUM:
ubPoints += gGameExternalOptions.iExperiencedAPBonus;
break;
case DIF_LEVEL_HARD:
ubPoints += gGameExternalOptions.iExpertAPBonus;
break;
case DIF_LEVEL_INSANE:
ubPoints += gGameExternalOptions.iInsaneAPBonus;
break;
default:
ubPoints += 0;
}
*/
ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
}
// Bonus to Militia APs
else if ( this->bTeam == MILITIA_TEAM )
@@ -2197,26 +2170,10 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
// +5% APs per trait (+15% is max)
usMaxActionPnts += (usMaxActionPnts * gSkillTraitValues.ubSLBonusAPsPercent * GetSquadleadersCountInVicinity( this, FALSE, FALSE ) / 100);
}
if ( this->bTeam == ENEMY_TEAM )
{
usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
usMaxActionPnts += gGameExternalOptions.iEasyAPBonus;
break;
case DIF_LEVEL_MEDIUM:
usMaxActionPnts += gGameExternalOptions.iExperiencedAPBonus;
break;
case DIF_LEVEL_HARD:
usMaxActionPnts += gGameExternalOptions.iExpertAPBonus;
break;
case DIF_LEVEL_INSANE:
usMaxActionPnts += gGameExternalOptions.iInsaneAPBonus;
break;
}
*/
}
// Bonus to Militia APs
else if ( this->bTeam == MILITIA_TEAM )
-4
View File
@@ -5934,7 +5934,6 @@ else
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
//iBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
// Percentage based-modifier from the weapon and its attachments
@@ -6268,7 +6267,6 @@ else
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
//iAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
// Percent modifier from the weapon and its attachments
@@ -12869,7 +12867,6 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
//fBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
return fBaseModifier;
@@ -13169,7 +13166,6 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier)
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
//fAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
return fAimModifier;
+2 -4
View File
@@ -933,8 +933,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
}
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings == TRUE )
//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings )
{
// don't allow admins to radio
//Madd: Huh? why not admins? removed.
@@ -981,8 +980,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
}
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 == TRUE )
//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 )
{
// don't allow admins to radio
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )