forked from github/server
reordering of primary/secondary based on the defmissile value (small optimization)
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@ -2837,11 +2837,11 @@ make_fighter(battle * b, unit * u, boolean attack)
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for (i=0; i!=w; ++i) {
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for (i=0; i!=w; ++i) {
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int j, o=0, d=0;
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int j, o=0, d=0;
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for (j=0; j!=i; ++j) {
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for (j=0; j!=i; ++j) {
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if (fig->weapons[j].defskill>=fig->weapons[i].defskill) ++d;
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if (fig->weapons[j].defmissile>=fig->weapons[i].defmissile) ++d;
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if (fig->weapons[j].offskill>=fig->weapons[i].offskill) ++o;
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if (fig->weapons[j].offskill>=fig->weapons[i].offskill) ++o;
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}
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}
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for (j=i+1; j!=w; ++j) {
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for (j=i+1; j!=w; ++j) {
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if (fig->weapons[j].defskill>fig->weapons[i].defskill) ++d;
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if (fig->weapons[j].defmissile>fig->weapons[i].defmissile) ++d;
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if (fig->weapons[j].offskill>fig->weapons[i].offskill) ++o;
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if (fig->weapons[j].offskill>fig->weapons[i].offskill) ++o;
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}
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}
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owp[o] = i;
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owp[o] = i;
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@ -2872,7 +2872,7 @@ make_fighter(battle * b, unit * u, boolean attack)
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++di;
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++di;
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}
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}
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if (di==w) break; /* no more weapons available */
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if (di==w) break; /* no more weapons available */
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if (fig->weapons[dwp[di]].defskill>fig->person[i].weapon->defskill) {
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if (fig->weapons[dwp[di]].defmissile>fig->person[i].weapon->defmissile) {
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fig->person[i].secondary = &fig->weapons[dwp[di]];
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fig->person[i].secondary = &fig->weapons[dwp[di]];
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++fig->weapons[dwp[di]].used;
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++fig->weapons[dwp[di]].used;
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}
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}
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