Add the purely cosmetic changes from trac ticket #97 to minimize patch size.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@6181 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-10-18 17:27:27 +00:00
parent cb2ec762e2
commit ee5f151162
2 changed files with 9 additions and 16 deletions

View File

@ -555,16 +555,16 @@ static BOOL aiObjIsWall(BASE_OBJECT *psObj)
/* See if there is a target in range */
BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot, BOOL bUpdateTarget)
{
UDWORD radSquared;
UDWORD radSquared;
BASE_OBJECT *psTarget = NULL;
SDWORD xdiff,ydiff, distSq, tarDist, minDist;//, longRange;
SDWORD xdiff,ydiff, distSq, tarDist, minDist;
BOOL bCBTower;
STRUCTURE *psCStruct;
DROID *psCommander;
BOOL bCommanderBlock;
UDWORD sensorRange = objSensorRange(psObj);
SECONDARY_STATE state;
SDWORD curTargetWeight=-1,newTargetWeight;
SECONDARY_STATE state;
SDWORD curTargetWeight=-1;
/* Get the sensor range */
switch (psObj->type)
@ -611,7 +611,7 @@ BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot
BASE_OBJECT *psCurrTarget = ((DROID *)psObj)->psActionTarget[0];
/* find a new target */
newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot);
int newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot);
/* Calculate weight of the current target if updating; but take care not to target
* ourselves... */
@ -741,8 +741,7 @@ BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot
}
}
if ((psTarget == NULL) &&
!bCommanderBlock)
if (psTarget == NULL && !bCommanderBlock)
{
BASE_OBJECT *psCurr;

View File

@ -108,13 +108,10 @@ void combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, in
CHECK_OBJECT(psAttacker);
CHECK_OBJECT(psTarget);
ASSERT( psWeap != NULL,
"combFire: Invalid weapon pointer" );
ASSERT(psWeap != NULL, "Invalid weapon pointer");
/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
if (psAttacker->type == OBJ_DROID &&
isVtolDroid(((DROID *)psAttacker)))
if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
{
if (((DROID *)psAttacker)->sMove.iAttackRuns[weapon_slot] >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot))
{
@ -152,12 +149,9 @@ void combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, in
case OBJ_DROID:
psDroid = (DROID *)psAttacker;
damLevel = PERCENT(psDroid->body, psDroid->originalBody);
break;
case OBJ_STRUCTURE:
damLevel = PERCENT(((STRUCTURE *)psAttacker)->body,
//((STRUCTURE *)psAttacker)->baseBodyPoints);
structureBody((STRUCTURE *)psAttacker));
damLevel = PERCENT(((STRUCTURE *)psAttacker)->body, structureBody((STRUCTURE *)psAttacker));
break;
default:
damLevel = 100;