Propagate for variables in similar/main/gamecntl.cpp

This commit is contained in:
Kp 2014-09-26 02:42:09 +00:00
parent db6fc94f47
commit b307e994d0

View file

@ -215,8 +215,6 @@ int which_bomb()
static void do_weapon_n_item_stuff()
{
int i;
if (Controls.state.fire_flare > 0)
{
Controls.state.fire_flare = 0;
@ -234,13 +232,13 @@ static void do_weapon_n_item_stuff()
if (Controls.state.cycle_primary > 0)
{
for (i=0;i < Controls.state.cycle_primary;i++)
for (int i=0;i < Controls.state.cycle_primary;i++)
CyclePrimary ();
Controls.state.cycle_primary = 0;
}
if (Controls.state.cycle_secondary > 0)
{
for (i=0;i < Controls.state.cycle_secondary;i++)
for (int i=0;i < Controls.state.cycle_secondary;i++)
CycleSecondary ();
Controls.state.cycle_secondary = 0;
}
@ -253,7 +251,7 @@ static void do_weapon_n_item_stuff()
#if defined(DXX_BUILD_DESCENT_II)
if (Controls.state.headlight > 0)
{
for (i=0;i < Controls.state.headlight;i++)
for (int i=0;i < Controls.state.headlight;i++)
toggle_headlight_active ();
Controls.state.headlight = 0;
}
@ -1047,11 +1045,11 @@ static window_event_result HandleGameKey(int key)
#if defined(DXX_BUILD_DESCENT_II)
static void kill_all_robots(void)
{
int i, dead_count=0;
int dead_count=0;
//int boss_index = -1;
// Kill all bots except for Buddy bot and boss. However, if only boss and buddy left, kill boss.
for (i=0; i<=Highest_object_index; i++)
for (int i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT) {
if (!Robot_info[get_robot_id(&Objects[i])].companion && !Robot_info[get_robot_id(&Objects[i])].boss_flag) {
dead_count++;
@ -1068,7 +1066,7 @@ static void kill_all_robots(void)
// Toast the buddy if nothing else toasted!
if (dead_count == 0)
for (i=0; i<=Highest_object_index; i++)
for (int i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Robot_info[get_robot_id(&Objects[i])].companion) {
Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
@ -1125,10 +1123,10 @@ kasf_done: ;
static void kill_all_snipers(void) __attribute_used;
static void kill_all_snipers(void)
{
int i, dead_count=0;
int dead_count=0;
// Kill all snipers.
for (i=0; i<=Highest_object_index; i++)
for (int i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Objects[i].ctype.ai_info.behavior == AIB_SNIPE) {
dead_count++;
@ -1141,10 +1139,8 @@ static void kill_all_snipers(void)
static void kill_thief(void) __attribute_used;
static void kill_thief(void)
{
int i;
// Kill thief.
for (i=0; i<=Highest_object_index; i++)
for (int i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Robot_info[get_robot_id(&Objects[i])].thief) {
Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
@ -1155,10 +1151,8 @@ static void kill_thief(void)
static void kill_buddy(void) __attribute_used;
static void kill_buddy(void)
{
int i;
// Kill buddy.
for (i=0; i<=Highest_object_index; i++)
for (int i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Robot_info[get_robot_id(&Objects[i])].companion) {
Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;