[Freeciv-Dev] Re: unit flags/capabilities
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> > ./ai/aicity.c: ai_city_defender_value(pcity, U_LEGION, bestchoice.choice))
> > * 2 &&
in #if GRAVEDANGERWORKS, which is not defined and i strongly suspect that noone
actually
remembers what it was about and will able to finish that after three years.
> > ./ai/aicity.c: /* return ((U_WARRIORS <= unit_type) && (unit_type <=
> > U_MECH)); */
vanished with my cleanup
#if 0
/* This is a hack for regression testing; I believe the new version
* is actually better (at least as it is used in aicity.c) --dwp
*/
> > ./ai/aiunit.c: return (base==U_WARRIORS && test==U_PHALANX)
> > ./ai/aiunit.c: || (base==U_PHALANX && test==U_MUSKETEERS);
#else
it will disappear when cleanup will blow over aiunit.c
/**************************************************************************
This a hack to enable emulation of old loops previously hardwired as
> > ./ai/aiunit.c: for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
(Could probably just adjust the loops themselves fairly simply, but this
is safer for regression testing.)
**************************************************************************/
> > ./common/combat.c: (For calls which used to be g_v_d_p(U_HOWITZER,...))
> > ./server/gotohand.c: /* (?) was punit->type == U_SETTLERS -- dwp */
those are clearly comments, reffering to how the code looked before...
--
Petr "Pasky" Baudis
UN*X programmer, UN*X administrator, hobbies = IPv6, IRC, FreeCiv hacking
.
"A common mistake that people make, when trying to design
something completely foolproof is to underestimate the
ingenuity of complete fools."
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Public PGP key, geekcode and stuff: http://pasky.ji.cz/~pasky/
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