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[Stratagus-CVS] stratagus/src/action action_die.c


From: address@hidden
Subject: [Stratagus-CVS] stratagus/src/action action_die.c
Date: 13 Dec 2003 19:27:03 +1100

CVSROOT:        /home/strat
Module name:    stratagus
Changes by:      <address@hidden>       03/12/13 19:27:03

Modified files:
        src/action     : action_die.c 

Log message:
        Tabs, cleanup

Patches:
Index: stratagus/src/action/action_die.c
diff -u stratagus/src/action/action_die.c:1.54 
stratagus/src/action/action_die.c:1.55
--- stratagus/src/action/action_die.c:1.54      Mon Dec  1 07:03:30 2003
+++ stratagus/src/action/action_die.c   Sat Dec 13 19:27:02 2003
@@ -1,16 +1,16 @@
-//       _________ __                 __                               
+//       _________ __                 __
 //      /   _____//  |_____________ _/  |______     ____  __ __  ______
 //      \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
 //      /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ |
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
-//             \/                  \/          \//_____/            \/ 
+//             \/                  \/          \//_____/            \/
 //  ______________________                           ______________________
-//                       T H E   W A R   B E G I N S
-//        Stratagus - A free fantasy real time strategy game engine
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/address@hidden action_die.c   -       The die action. */
+/address@hidden action_die.c - The die action. */
 //
-//     (c) Copyright 1998,2000,2001,2003 by Lutz Sammer
+//      (c) Copyright 1998-2004 by Lutz Sammer
 //
 //      This program is free software; you can redistribute it and/or modify
 //      it under the terms of the GNU General Public License as published by
@@ -26,12 +26,12 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: action_die.c,v 1.54 2003/11/30 20:03:30 jsalmon3 Exp $
+//      $Id: action_die.c,v 1.55 2003/12/13 08:27:02 wizzard Exp $
 
 //@{
 
 /*----------------------------------------------------------------------------
---     Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include <stdio.h>
@@ -45,62 +45,66 @@
 #include "map.h"
 
 /*----------------------------------------------------------------------------
---     Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
 /**
-**     Unit dies!
+**  Unit dies!
 **
-**     @param unit     The unit which dies.
+**  @param unit  The unit which dies.
 */
 global void HandleActionDie(Unit* unit)
 {
-    //
-    // Show death animation
-    //
-    if (unit->Type->Animations && unit->Type->Animations->Die) {
-       UnitShowAnimation(unit, unit->Type->Animations->Die);
-    } else {
-       // some units has no death animation
-       unit->Reset = unit->Wait = 1;
-    }
-
-    //
-    // Die sequence terminated, generate corpse.
-    //
-    if (unit->Reset) {
-       DebugLevel3("Die complete %d\n" _C_ UnitNumber(unit));
-
-       if (!unit->Type->CorpseType) {
-           UnitMarkSeen(unit);
-           ReleaseUnit(unit);
-           return;
+       //
+       // Show death animation
+       //
+       if (unit->Type->Animations && unit->Type->Animations->Die) {
+               UnitShowAnimation(unit, unit->Type->Animations->Die);
+       } else {
+               // some units has no death animation
+               unit->Reset = unit->Wait = 1;
        }
 
-       //Fixes sight from death
-       MapUnmarkUnitSight(unit);
-       //unit->CurrentSightRange=unit->Type->Stats->SightRange;
-
-       unit->State = unit->Type->CorpseScript;
-       unit->Type = unit->Type->CorpseType;
-        
-       CommandStopUnit(unit);          // This clears all order queues
+       //
+       // Die sequence terminated, generate corpse.
+       //
+       if (unit->Reset) {
+               DebugLevel3("Die complete %d\n" _C_ UnitNumber(unit));
+
+               if (!unit->Type->CorpseType) {
+                       UnitMarkSeen(unit);
+                       ReleaseUnit(unit);
+                       return;
+               }
+
+               // Fixes sight from death
+               MapUnmarkUnitSight(unit);
+#if 0
+               unit->CurrentSightRange = unit->Type->Stats->SightRange;
+#endif
+
+               unit->State = unit->Type->CorpseScript;
+               unit->Type = unit->Type->CorpseType;
+
+               CommandStopUnit(unit);                  // This clears all 
order queues
 #ifdef DEBUG
-       if (unit->Orders[0].Action != UnitActionDie) {
-           DebugLevel0Fn("Reset to die is really needed\n");
-       }
+               if (unit->Orders[0].Action != UnitActionDie) {
+                       DebugLevel0Fn("Reset to die is really needed\n");
+               }
+#endif
+               unit->Orders[0].Action = UnitActionDie;
+               --unit->OrderCount;                     // remove the stop 
command
+               unit->SubAction = 0;
+               unit->Frame = 0;
+               UnitUpdateHeading(unit);
+               UnitShowAnimation(unit, unit->Type->Animations->Die);
+
+               // FIXME: perhaps later or never is better
+#if 0
+               ChangeUnitOwner(unit, &Players[PlayerNumNeutral]);
 #endif
-       unit->Orders[0].Action = UnitActionDie;
-       --unit->OrderCount;             // remove the stop command
-       unit->SubAction = 0;
-       unit->Frame = 0;
-       UnitUpdateHeading(unit);
-       UnitShowAnimation(unit, unit->Type->Animations->Die);
-
-       // FIXME: perhaps later or never is better
-       //ChangeUnitOwner(unit, &Players[PlayerNumNeutral]);
-    }
-    UnitMarkSeen(unit);
+       }
+       UnitMarkSeen(unit);
 }
 
 //@}




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