Just an indentation fix.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2898 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
b8842caf64
commit
b54b19c0cd
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@ -2687,16 +2687,13 @@ static void drawDragBox( void )
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// this should fix the overlapped reloadbar problem
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static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_slot)
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{
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WEAPON_STATS *psStats;
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WEAPON_STATS *psStats;
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BOOL bSalvo;
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UDWORD firingStage, interval, damLevel;
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SDWORD scrX,scrY, scrR, scale;
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STRUCTURE *psStruct;
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/* ****************/
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// display unit resistance instead of reload!
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float mulH;
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DROID *psDroid;
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float mulH; // display unit resistance instead of reload!
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DROID *psDroid;
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if (ctrlShiftDown() && (psObj->type == OBJ_DROID))
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{
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@ -2724,8 +2721,6 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
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pie_BoxFill(scrX - scrR, 6+scrY + 1 + (weapon_slot * 5), scrX - scrR +firingStage, 6+scrY+2 + (weapon_slot * 5), WZCOL_RELOAD_BAR);
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return;
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}
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/* ******** ********/
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if (psWeap->nStat == 0)
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{
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@ -2735,8 +2730,7 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
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psStats = asWeaponStats + psWeap->nStat;
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/* Justifiable only when greater than a one second reload
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or intra salvo time */
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/* Justifiable only when greater than a one second reload or intra salvo time */
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bSalvo = FALSE;
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if(psStats->numRounds > 1)
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{
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@ -2746,11 +2740,11 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
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(psStats->firePause > GAME_TICKS_PER_SEC) ||
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((psObj->type == OBJ_DROID) && vtolDroid((DROID *)psObj)) )
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{
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if ((psObj->type == OBJ_DROID) &&
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vtolDroid((DROID *)psObj))
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if (psObj->type == OBJ_DROID && vtolDroid((DROID *)psObj))
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{
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//deal with VTOLs
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firingStage = getNumAttackRuns((DROID *)psObj, weapon_slot) - ((DROID *)psObj)->sMove.iAttackRuns[weapon_slot];
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//compare with max value
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interval = getNumAttackRuns((DROID *)psObj, weapon_slot);
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}
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@ -2765,12 +2759,6 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
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{
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interval = weaponFirePause(psStats, psObj->player);
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}
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//we haven't calculated the damLevel yet! DOH!
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/*if (damLevel < HEAVY_DAMAGE_LEVEL)
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{
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interval += interval;
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}*/
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}
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scrX = psObj->sDisplay.screenX;
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@ -2822,16 +2810,16 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
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static void drawStructureSelections( void )
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{
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STRUCTURE *psStruct;
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SDWORD scrX,scrY,scrR;
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STRUCTURE *psStruct;
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SDWORD scrX,scrY,scrR;
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PIELIGHT powerCol = WZCOL_BLACK;
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UDWORD health,width;
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UDWORD scale;
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UDWORD i;
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BASE_OBJECT *psClickedOn;
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BOOL bMouseOverStructure = FALSE;
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BOOL bMouseOverOwnStructure = FALSE;
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float mulH;
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UDWORD health,width;
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UDWORD scale;
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UDWORD i;
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BASE_OBJECT *psClickedOn;
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BOOL bMouseOverStructure = FALSE;
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BOOL bMouseOverOwnStructure = FALSE;
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float mulH;
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psClickedOn = mouseTarget();
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if(psClickedOn!=NULL && psClickedOn->type == OBJ_STRUCTURE)
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@ -2844,6 +2832,7 @@ float mulH;
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}
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pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
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pie_SetFogStatus(FALSE);
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/* Go thru' all the buildings */
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for(psStruct = apsStructLists[selectedPlayer]; psStruct; psStruct = psStruct->psNext)
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{
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@ -2856,7 +2845,6 @@ float mulH;
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/* If it was clipped - reject it */
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&& psStruct->sDisplay.frameNumber == currentGameFrame))
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{
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//----
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scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
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width = scale*20;
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scrX = psStruct->sDisplay.screenX;
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@ -2866,8 +2854,8 @@ float mulH;
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if (ctrlShiftDown())
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{
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//show resistance values if CTRL/SHIFT depressed
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UDWORD resistance = structureResistance(
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psStruct->pStructureType, psStruct->player);
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UDWORD resistance = structureResistance(psStruct->pStructureType, psStruct->player);
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if (resistance)
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{
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health = PERCENT(psStruct->resistance, resistance);
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@ -2970,7 +2958,6 @@ float mulH;
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psStruct = (STRUCTURE*)psClickedOn;
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if(psStruct->status==SS_BUILT)
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{
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//----
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scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
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width = scale*20;
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scrX = psStruct->sDisplay.screenX;
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@ -3261,7 +3248,6 @@ static void drawDroidSelections( void )
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if (bReloadBars)
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{
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//Watermelon:1 reloadbar for each weapon
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for(i = 0;i < psDroid->numWeaps;i++)
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{
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drawWeaponReloadBar((BASE_OBJECT *)psDroid, &psDroid->asWeaps[i], i);
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