* Make droidDamage and objectDamage accept a parameter `DROID_HIT_SIDE impactSide` instead of `int angle` since it only needs to know the impactSide (which can be extracted from the angle)
* Make some function calls better readable by splitting them decently out across lines (not just random line breaks)
* Merge some recursive if-statements (i.e. make if (a) { if (b){} } become if (a && b) instead)
* Move duplicated code into a function of its own (getHitSide)
* Merge a large portion of duplicated code (parts that dealt with direct and indirect weapons were almost exactly the same)
* Remove futile collision check based on checking whether targets where in the same tile as the projectile on impact (some more advanced collision detection was/is being performed anyhow)
Parts from patch #760 by Freddie Witherden <evilguru> plus some minor changes by me
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2039 4a71c877-e1ca-e34f-864e-861f7616d084
* Put curly braces on a line of their own
* Use INT16_MAX and INT16_MIN instead of magic numbers
* Make some global vars statically linked and const (since they're constants for the adpcm audio codec only)
* Make some functions in rpl_reader statically linked (they're only used in that file)
* Add include file dec130.h instead of forward declaring functions in source files
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2036 4a71c877-e1ca-e34f-864e-861f7616d084
* Merge two large sequential if statements where the tested conditions where exactly the same
* Remove some commented out code
* Move some code duplicated in the true and false (else) parts of an if-statement out of those code blocks in front of the if-statement
* Don't use multiple recursive if-branches, instead store some results in variables (EFFECT_TYPE facing, iIMDShape *imd)
* Use a switch statement to switch on a BASE_OBJECT's type rather than a sequence of if/if-else statements
* Merge some recursive if-statements (i.e. make if (a) { if (b){} } become if (a && b) instead)
* Make some function calls better readable by splitting them decently out across lines (not just random line breaks)
* Add some whitespace for increased readability
Parts from patch #756 by Freddie Witherden <evilguru> plus some changes by me
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2035 4a71c877-e1ca-e34f-864e-861f7616d084
* Fix merged indentation of 4 spaces and tabs (even on the same line!!) by using tabs instead
* Make some function calls better readable by splitting them decently out across lines (not just random line breaks)
Parts from patch #756 by Freddie Witherden <evilguru> plus some changes by me
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2034 4a71c877-e1ca-e34f-864e-861f7616d084
* Change an assert(FALSE) into a more descriptively styled: !"text string"
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2030 4a71c877-e1ca-e34f-864e-861f7616d084
* Add some whitespace to increase readability (empty lines between different case labels in switch statements, and use more consistent indentation in switch statements)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2027 4a71c877-e1ca-e34f-864e-861f7616d084
* Don't use pointers to fileParser for functions where references are lots more appropriate
* Mark some functions private instead of public (they're only used by class CHeightMap's implementation)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2025 4a71c877-e1ca-e34f-864e-861f7616d084
* Remove useless, and (luckily) unused default constructor from CFileParser
* Move initialisation of m_Flags to initialization list of constructor
* Don't use (void) as argument list of destructor (this is bad style in C, but especially so in C++, since C++ implies an empty argument list if you give one)
* Don't check whether new didn't return NULL, since we're using the throwing variant of new anyway
* Use istream.read instead of istream.readsome since the former will refill the buffer if necessary (which *is* necessary to be able to read something the first time)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2022 4a71c877-e1ca-e34f-864e-861f7616d084
* Use C++'s std::ifstream instead of stdio from C at some locations
* remove unused constructors from CFileParser (FILE* Stream, short Flags), (char* Buffer, long BufferSize, short Flags) and member function Create(char* FileName, short Flags)
* remove some duplicated code from fileparse.cpp
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2020 4a71c877-e1ca-e34f-864e-861f7616d084
invalid target references. This is an ugly fix for some very ugly code.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2019 4a71c877-e1ca-e34f-864e-861f7616d084
* convert M$ Word documents into OpenDocument text documents (OpenOffice.org handles this perfectly) (lets use open standards instead of property formats!)
* remove WEDIT.DOC which seems to have been a duplicate of MANUAL.DOC or the otherway around, which doesn't matter really
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2011 4a71c877-e1ca-e34f-864e-861f7616d084
* Remove EditWorld.plg since this looks like a compilation report which we don't need in our repository (add it to the ignore list as well)
* Another MSVC compilation output file to ignore list: EditWorld.ncb
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2009 4a71c877-e1ca-e34f-864e-861f7616d084
* Give it a nicely oriented directory structure
* Rename all files in src/ (I hope I didn't miss any) to lowercase (except for MSVC project files)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2005 4a71c877-e1ca-e34f-864e-861f7616d084
missing checks for dead targets. Patch by me and Watermelon.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1995 4a71c877-e1ca-e34f-864e-861f7616d084
Reuse FILE_LOAD_BUFFER_SIZE macro, which was abandoned before. (That's also why fileLoadBuffer is now defined in src/init.c, even though the place is probably inappropriate.)
Make fileLoadBuffer static instead of malloced.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1992 4a71c877-e1ca-e34f-864e-861f7616d084
as requested, it now provides a gui for setting the pie version -- you do this indirectly by setting the floating point precision (precision of 0 will create a "PIE 2", while anything else will create a "PIE 5"). note that only points will be given any extra precision at the moment, since i'm not sure how you want to handle texture coords. precision defaults to 0 (old pie format) since, afaik, pie 5 support in the engine is still lacking.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1989 4a71c877-e1ca-e34f-864e-861f7616d084