Remove the redundant avSetStatus().
It does exactly the same as setRevealStatus(), and was only called together with war_SetFog(), which calls setRevealStatus() anyway. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/qt-trunk@11039 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
ffaaaf3872
commit
a8b029d700
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@ -35,13 +35,6 @@
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static BOOL bRevealActive = false;
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// ------------------------------------------------------------------------------------
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void avSetStatus(BOOL var)
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{
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debug(LOG_FOG, "avSetStatus: Setting fog of war %s", var ? "ON" : "OFF");
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bRevealActive = var;
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}
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// ------------------------------------------------------------------------------------
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void avUpdateTiles( void )
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{
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@ -33,7 +33,6 @@ UDWORD avGetObjLightLevel(BASE_OBJECT *psObj, UDWORD origLevel);
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void setRevealStatus(BOOL val);
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BOOL getRevealStatus(void);
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void preProcessVisibility(void);
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void avSetStatus(BOOL var);
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#ifdef __cplusplus
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}
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@ -378,17 +378,14 @@ BOOL loadConfig(void)
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if(val)
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{
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war_SetFog(false);
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avSetStatus(true);
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}
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else
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{
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avSetStatus(false);
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war_SetFog(true);
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}
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}
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else
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{
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avSetStatus(false);
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war_SetFog(true);
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setWarzoneKeyNumeric("visfog", 0);
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}
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@ -582,13 +582,11 @@ BOOL runGraphicsOptionsMenu(void)
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{ // turn off crap fog, turn on vis fog.
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debug(LOG_FOG, "runGameOptions2Menu: Fog of war ON, visual fog OFF");
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war_SetFog(false);
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avSetStatus(true);
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widgSetString(psWScreen,FRONTEND_FOGTYPE_R, _("Fog Of War"));
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}
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else
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{ // turn off vis fog, turn on normal crap fog.
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debug(LOG_FOG, "runGameOptions2Menu: Fog of war OFF, visual fog ON");
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avSetStatus(false);
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war_SetFog(true);
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widgSetString(psWScreen,FRONTEND_FOGTYPE_R, _("Mist"));
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}
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