[AStyle]
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2fcae8f279
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6e64f99ecc
7 changed files with 21 additions and 21 deletions
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@ -697,7 +697,7 @@ void AiHelpMe(const CUnit *attacker, CUnit &defender)
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const CUnit *oldGoal = orderAttack.GetGoal();
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if (oldGoal == NULL || (ThreatCalculate(defender, *attacker) < ThreatCalculate(defender, *oldGoal)
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&& aiunit.MapDistanceTo(defender) <= aiunit.Stats->Variables[ATTACKRANGE_INDEX].Max)) {
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&& aiunit.MapDistanceTo(defender) <= aiunit.Stats->Variables[ATTACKRANGE_INDEX].Max)) {
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shouldAttack = true;
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}
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}
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@ -306,8 +306,8 @@ VisitResult AiForceRallyPointFinder::Visit(TerrainTraversal &terrainTraversal, c
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{
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if (AiEnemyUnitsInDistance(*startUnit.Player, NULL, pos, 20) == false
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&& Distance(pos, startPos) <= distance) {
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*resultPos = pos;
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return VisitResult_Finished;
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*resultPos = pos;
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return VisitResult_Finished;
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}
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if (CanMoveToMask(pos, movemask)) { // reachable
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return VisitResult_Ok;
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@ -808,7 +808,7 @@ void AiForce::Update()
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// No enemy found, give up
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// FIXME: should the force go home or keep trying to attack?
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DebugPrint("%d: Attack force #%lu can't find a target, giving up\n"
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_C_ AiPlayer->Player->Index _C_(long unsigned int)(this - & (AiPlayer->Force[0])));
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_C_ AiPlayer->Player->Index _C_(long unsigned int)(this - & (AiPlayer->Force[0])));
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Attacking = false;
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State = AiForceAttackingState_Waiting;
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return;
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@ -101,7 +101,7 @@
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Exit(1);
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return;
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}
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const int rop = ParseAnimInt(&unit, this->valueStr.c_str());
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int value = 0;
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if (!strcmp(next + 1, "Value")) {
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@ -1146,8 +1146,8 @@ MissileType::MissileType(const std::string &ident) :
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Ident(ident), Transparency(0), DrawLevel(0),
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SpriteFrames(0), NumDirections(0), ChangeVariable(-1), ChangeAmount(0), ChangeMax(false),
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CorrectSphashDamage(false), Flip(false), CanHitOwner(false), FriendlyFire(false),
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AlwaysFire(false), Pierce(false), PierceOnce(false), Class(), NumBounces(0), StartDelay(0),
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Sleep(0), Speed(0), TTL(-1), Damage(0), Range(0), SplashFactor(0),
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AlwaysFire(false), Pierce(false), PierceOnce(false), Class(), NumBounces(0), StartDelay(0),
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Sleep(0), Speed(0), TTL(-1), Damage(0), Range(0), SplashFactor(0),
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ImpactParticle(NULL), SmokeParticle(NULL),
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G(NULL)
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{
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@ -49,4 +49,4 @@ void MissileContinious::Action()
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}
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}
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//@}
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//@}
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@ -120,7 +120,7 @@ void CPlayer::Load(lua_State *l)
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LuaError(l, "Unsupported tag: %s" _C_ value);
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}
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} else if (!strcmp(value, "race")) {
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const char* raceName = LuaToString(l, j + 1);
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const char *raceName = LuaToString(l, j + 1);
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this->Race = PlayerRaces.GetRaceIndexByName(raceName);
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if (this->Race == -1) {
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LuaError(l, "Unsupported race: %s" _C_ raceName);
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@ -2289,19 +2289,19 @@ CUnit *UnitOnScreen(int x, int y)
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//
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PixelPos unitSpritePos = unit.GetMapPixelPosCenter();
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unitSpritePos.x = unitSpritePos.x - type.BoxWidth / 2 -
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(type.Width - type.Sprite->Width) / 2 + type.BoxOffsetX;
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(type.Width - type.Sprite->Width) / 2 + type.BoxOffsetX;
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unitSpritePos.y = unitSpritePos.y - type.BoxHeight / 2 -
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(type.Height - type.Sprite->Height) / 2 + type.BoxOffsetY;
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(type.Height - type.Sprite->Height) / 2 + type.BoxOffsetY;
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if (x >= unitSpritePos.x && x < unitSpritePos.x + type.BoxWidth
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&& y >= unitSpritePos.y && y < unitSpritePos.y + type.BoxHeight) {
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// Check if there are other units on this place
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candidate = &unit;
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if ((candidate == Selected[0] && NumSelected == 1)
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|| candidate->Type->IsNotSelectable) {
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continue;
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} else {
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break;
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}
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// Check if there are other units on this place
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candidate = &unit;
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if ((candidate == Selected[0] && NumSelected == 1)
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|| candidate->Type->IsNotSelectable) {
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continue;
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} else {
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break;
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}
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} else {
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continue;
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}
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@ -2747,8 +2747,8 @@ void HitUnit(CUnit *attacker, CUnit &target, int damage, const Missile *missile)
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}
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if (CanTarget(target.Type, attacker->Type)
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&& (!best || (attacker && goal != attacker
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&& (ThreatCalculate(target, *attacker) < ThreatCalculate(target, *best))))) {
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best = attacker;
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&& (ThreatCalculate(target, *attacker) < ThreatCalculate(target, *best))))) {
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best = attacker;
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}
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if (best && best != oldgoal) {
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CommandAttack(target, best->tilePos, best, FlushCommands);
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