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Mark TacticalStatusType::sSlideReason as _UNUSED
Removed from function call parameters at the same time. It was supplied to SlideTo, SlideToLocation and SoldierLocationRelativeToScreen but was never used.
This commit is contained in:
+10
-14
@@ -3551,11 +3551,8 @@ void LocateGridNo( INT32 sGridNo )
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void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator)
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void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator)
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{
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INT32 cnt;
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if ( usSoldierID == NOBODY )
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{
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return;
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@@ -3563,7 +3560,7 @@ void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet
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if ( fSetLocator == SETANDREMOVEPREVIOUSLOCATOR )
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{
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for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
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for (INT32 cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
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{
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if ( MercPtrs[ cnt ]->bActive && MercPtrs[ cnt ]->bInSector )
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{
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@@ -3592,7 +3589,7 @@ void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet
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}
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void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo )
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void SlideToLocation( INT32 sDestGridNo )
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{
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if (TileIsOutOfBounds(sDestGridNo))
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{
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@@ -3607,7 +3604,6 @@ void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo )
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// sGridNo here for DG compatibility
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gTacticalStatus.sSlideTarget = sDestGridNo;
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gTacticalStatus.sSlideReason = usReasonID;
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// Plot new path!
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gfPlotNewMovement = TRUE;
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@@ -8014,7 +8010,7 @@ void CycleThroughKnownEnemies( BOOLEAN backward )
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//LocateSoldier( pSoldier->ubID, 1 );
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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return;
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}
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else
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@@ -8043,7 +8039,7 @@ void CycleThroughKnownEnemies( BOOLEAN backward )
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//LocateSoldier( pSoldier->ubID, 1 );
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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return;
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}
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else
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@@ -8100,7 +8096,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -8128,7 +8124,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -8163,7 +8159,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -8192,7 +8188,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -9884,7 +9880,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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// Turn off item lock for locators...
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gTacticalStatus.fLockItemLocators = FALSE;
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// Slide to location!
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SlideToLocation( 0, gTacticalStatus.usItemsSeenOnAttackGridNo );
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SlideToLocation( gTacticalStatus.usItemsSeenOnAttackGridNo );
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}
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}
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