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 */ /* See if there is a target in range */
BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot, BOOL bUpdateTarget) BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot, BOOL bUpdateTarget)
{ {
UDWORD radSquared; UDWORD radSquared;
BASE_OBJECT *psTarget = NULL; BASE_OBJECT *psTarget = NULL;
SDWORD xdiff,ydiff, distSq, tarDist, minDist;//, longRange; SDWORD xdiff,ydiff, distSq, tarDist, minDist;
BOOL bCBTower; BOOL bCBTower;
STRUCTURE *psCStruct; STRUCTURE *psCStruct;
DROID *psCommander; DROID *psCommander;
BOOL bCommanderBlock; BOOL bCommanderBlock;
UDWORD sensorRange = objSensorRange(psObj); UDWORD sensorRange = objSensorRange(psObj);
SECONDARY_STATE state; SECONDARY_STATE state;
SDWORD curTargetWeight=-1,newTargetWeight; SDWORD curTargetWeight=-1;
/* Get the sensor range */ /* Get the sensor range */
switch (psObj->type) 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]; BASE_OBJECT *psCurrTarget = ((DROID *)psObj)->psActionTarget[0];
/* find a new target */ /* 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 /* Calculate weight of the current target if updating; but take care not to target
* ourselves... */ * ourselves... */
@ -741,8 +741,7 @@ BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot
} }
} }
if ((psTarget == NULL) && if (psTarget == NULL && !bCommanderBlock)
!bCommanderBlock)
{ {
BASE_OBJECT *psCurr; 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(psAttacker);
CHECK_OBJECT(psTarget); CHECK_OBJECT(psTarget);
ASSERT(psWeap != NULL, "Invalid weapon pointer");
ASSERT( psWeap != NULL,
"combFire: Invalid weapon pointer" );
/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */ /* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
if (psAttacker->type == OBJ_DROID && if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
isVtolDroid(((DROID *)psAttacker)))
{ {
if (((DROID *)psAttacker)->sMove.iAttackRuns[weapon_slot] >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot)) 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: case OBJ_DROID:
psDroid = (DROID *)psAttacker; psDroid = (DROID *)psAttacker;
damLevel = PERCENT(psDroid->body, psDroid->originalBody); damLevel = PERCENT(psDroid->body, psDroid->originalBody);
break; break;
case OBJ_STRUCTURE: case OBJ_STRUCTURE:
damLevel = PERCENT(((STRUCTURE *)psAttacker)->body, damLevel = PERCENT(((STRUCTURE *)psAttacker)->body, structureBody((STRUCTURE *)psAttacker));
//((STRUCTURE *)psAttacker)->baseBodyPoints);
structureBody((STRUCTURE *)psAttacker));
break; break;
default: default:
damLevel = 100; damLevel = 100;