The convoluted targetting code in actionUpdateTransporter was actually never used.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2793 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-11-11 15:13:48 +00:00
parent c49f899b13
commit 9caf914534
1 changed files with 0 additions and 80 deletions

View File

@ -789,13 +789,6 @@ static void actionUpdateVtolAttack( DROID *psDroid )
static void actionUpdateTransporter( DROID *psDroid ) static void actionUpdateTransporter( DROID *psDroid )
{ {
//Watermelon:weapon_slot to store which turrent is InAttackRange
//num_weapons = 0 calculate number of weapons
UBYTE weapon_slot = DROID_MAXWEAPS + 1;
UBYTE i;
//this is a bit field
UBYTE num_weapons = 0;
CHECK_DROID(psDroid); CHECK_DROID(psDroid);
//check if transporter has arrived //check if transporter has arrived
@ -805,79 +798,6 @@ static void actionUpdateTransporter( DROID *psDroid )
psDroid->action = DACTION_NONE; psDroid->action = DACTION_NONE;
return; return;
} }
// check that the target has not become on the same side as psDroid,
// eg through Electronic Warfare
if (psDroid->psActionTarget[0] != NULL
&& psDroid->player == psDroid->psActionTarget[0]->player)
{
setDroidActionTarget(psDroid, NULL, 0);
}
/* Watermelon:if I am a multi-turret droid */
if (psDroid->numWeaps > 1)
{
for(i = 0;i < psDroid->numWeaps;i++)
{
if (psDroid->asWeaps[i].nStat > 0)
{
weapon_slot = i;
num_weapons |= (1 << (i+1));
break;
}
}
if (weapon_slot == (DROID_MAXWEAPS + 1))
{
return;
}
}
else
{
if (psDroid->asWeaps[0].nStat > 0)
{
weapon_slot = 0;
}
}
/* check for weapon */
for(i = 0;i < psDroid->numWeaps;i++)
{
if ( (num_weapons & (1 << (i+1))) )
{
if (psDroid->psActionTarget[i] == NULL && CAN_UPDATE_NAYBORS(psDroid))
{
BASE_OBJECT *psTemp;
(void)aiBestNearestTarget(psDroid, &psTemp, i);
setDroidActionTarget(psDroid, psTemp, i);
}
if ( psDroid->psActionTarget[i] != NULL )
{
if ( visibleObject((BASE_OBJECT*)psDroid, psDroid->psActionTarget[i]) )
{
if (actionTargetTurret((BASE_OBJECT*)psDroid, psDroid->psActionTarget[i],
&(psDroid->turretRotation[i]), &(psDroid->turretPitch[i]),
&asWeaponStats[psDroid->asWeaps[i].nStat],
TRUE,i))
{
// In range - fire !!!
combFire(&psDroid->asWeaps[i], (BASE_OBJECT *)psDroid,
psDroid->psActionTarget[i], i);
}
}
else
{
// lost the target
setDroidActionTarget(psDroid, NULL, i);
}
}
}
}
CHECK_DROID(psDroid);
} }