forked from github/server
ships no longer receive damage from drifting. eliminating the code for this, instead of just the configuration parameters, since all active games now agree on this rule.
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1ed0eaf473
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1 changed files with 0 additions and 19 deletions
19
src/move.c
19
src/move.c
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@ -690,15 +690,6 @@ static void set_coast(ship * sh, region * r, region * rnext)
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}
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}
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static float damage_drift(void)
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{
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static float value = -1.0F;
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if (value < 0) {
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value = (float)get_param_flt(global.parameters, "rules.ship.damage_drift", 0.02F);
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}
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return value;
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}
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static void drifting_ships(region * r)
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{
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direction_t d;
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@ -789,11 +780,6 @@ static void drifting_ships(region * r)
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if (sh != NULL) {
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fset(sh, SF_DRIFTED);
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damage_ship(sh, damage_drift());
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if (sh->damage >= sh->size * DAMAGE_SCALE) {
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remove_ship(&sh->region->ships, sh);
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}
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}
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if (*shp == sh)
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@ -1889,11 +1875,6 @@ sail(unit * u, order * ord, bool move_on_land, region_list ** routep)
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ADDMSG(&f->msgs, msg_message("storm", "ship region sink",
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sh, current_point, sh->damage >= sh->size * DAMAGE_SCALE));
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/* damage the ship. we handle destruction in the end */
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damage_ship(sh, damage_drift());
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if (sh->damage >= sh->size * DAMAGE_SCALE)
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break;
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next_point = rnext;
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/* these values need to be updated if next_point changes (due to storms): */
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tnext = next_point->terrain;
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