Remove unused variable from if checks

aiData.bRTPCombat is never initialized and is always 0 when valid values should be

#define RTP_COMBAT_AGGRESSIVE		1
#define RTP_COMBAT_CONSERVE			2
#define RTP_COMBAT_REFRAIN			3
This commit is contained in:
Asdow
2024-02-03 20:49:43 +02:00
parent 22f2c9ff9a
commit ffb95a2418
+3 -3
View File
@@ -5295,7 +5295,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
// NPCs in water/tear gas without masks are not permitted to shoot/stab/throw // NPCs in water/tear gas without masks are not permitted to shoot/stab/throw
if ((pSoldier->bActionPoints < 2) || bInDeepWater || bInGas || pSoldier->aiData.bRTPCombat == RTP_COMBAT_REFRAIN) if ((pSoldier->bActionPoints < 2) || bInDeepWater || bInGas)
{ {
bCanAttack = FALSE; bCanAttack = FALSE;
} }
@@ -6447,7 +6447,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
if (IsGunBurstCapable( &pSoldier->inv[BestAttack.bWeaponIn], FALSE, pSoldier ) && if (IsGunBurstCapable( &pSoldier->inv[BestAttack.bWeaponIn], FALSE, pSoldier ) &&
!(Menptr[BestShot.ubOpponent].stats.bLife < OKLIFE) && // don't burst at downed targets !(Menptr[BestShot.ubOpponent].stats.bLife < OKLIFE) && // don't burst at downed targets
pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 1 && pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 1 &&
(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.bRTPCombat == RTP_COMBAT_AGGRESSIVE) ) pSoldier->bTeam != gbPlayerNum )
{ {
DebugAI(AI_MSG_INFO, pSoldier, String("enough APs to burst, random chance of doing so")); DebugAI(AI_MSG_INFO, pSoldier, String("enough APs to burst, random chance of doing so"));
@@ -9761,7 +9761,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
// NPCs in water/tear gas without masks are not permitted to shoot/stab/throw // NPCs in water/tear gas without masks are not permitted to shoot/stab/throw
if ( (pSoldier->bActionPoints < 2) || bInDeepWater || pSoldier->aiData.bRTPCombat == RTP_COMBAT_REFRAIN ) if ( (pSoldier->bActionPoints < 2) || bInDeepWater )
{ {
bCanAttack = FALSE; bCanAttack = FALSE;
} }