forked from github/server
unused variables are unused
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@ -295,9 +295,6 @@ int sp_combatrosthauch(struct castorder * co)
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int force = lovar(power * 15);
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int qi, k = 0;
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/* Immer aus der ersten Reihe nehmen */
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unused(sp);
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if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1,
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SELECT_ADVANCE | SELECT_FIND)) {
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message *msg = msg_message("rust_effect_0", "mage", fi->unit);
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@ -803,8 +800,6 @@ int sp_shadowcall(struct castorder * co)
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const race *rc = rc_find(races[rng_int() % 3]);
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message *msg;
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unused(sp);
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u = create_unit(r, mage->faction, force, rc, 0, NULL, mage);
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setstatus(u, ST_FIGHT);
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@ -841,8 +836,6 @@ int sp_wolfhowl(struct castorder * co)
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if (force>0) {
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unit *u =
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create_unit(r, mage->faction, force, rc, 0, NULL, mage);
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unused(sp);
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leave(u, true);
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setstatus(u, ST_FIGHT);
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@ -882,8 +875,6 @@ int sp_shadowknights(struct castorder * co)
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int force = MAX(1, (int)get_force(power, 3));
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message *msg;
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unused(sp);
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u =
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create_unit(r, mage->faction, force, new_race[RC_SHADOWKNIGHT], 0, NULL,
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mage);
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@ -926,8 +917,6 @@ int sp_strong_wall(struct castorder * co)
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strongwall_ct = ct_find("strongwall");
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}
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unused(sp);
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if (!mage->building) {
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return 0;
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}
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@ -1376,8 +1365,6 @@ int sp_reeling_arrows(struct castorder * co)
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battle *b = fi->side->battle;
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message *m;
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unused(power);
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b->reelarrow = true;
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m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
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message_all(b, m);
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@ -1399,8 +1386,6 @@ int sp_denyattack(struct castorder * co)
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region *r = b->region;
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message *m;
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unused(power);
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/* Fliehende Einheiten verlassen auf jeden Fall Gebäude und Schiffe. */
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if (!fval(r->terrain, SEA_REGION)) {
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leave(mage, false);
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