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
+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)
{