| 419 | } |
| 420 | |
| 421 | void sGameData::Soldier_Sort() { |
| 422 | |
| 423 | // Remove any 'dead' troops |
| 424 | for (int16 Data1c = 7; Data1c >= 0; --Data1c) { |
| 425 | |
| 426 | sMission_Troop* Data20 = mSoldiers_Allocated; |
| 427 | |
| 428 | for (int16 Data0 = 7; Data0 >= 0; --Data0, ++Data20) { |
| 429 | |
| 430 | if (Data20->mRecruitID == -1) { |
| 431 | |
| 432 | sMission_Troop* Data24 = Data20 + 1; |
| 433 | |
| 434 | *Data20 = *Data24; |
| 435 | Data24->Clear(); |
| 436 | Data24->mRecruitID = -1; |
| 437 | } |
| 438 | } |
| 439 | } |
| 440 | |
| 441 | // Sort by kills |
| 442 | sMission_Troop* Data20 = mSoldiers_Allocated; |
| 443 | for (int16 Data1c = 7; Data1c >= 0; --Data1c, ++Data20) { |
| 444 | sMission_Troop* Data24 = mSoldiers_Allocated; |
| 445 | |
| 446 | for (int16 Data18 = 7; Data18 >= 0; --Data18, ++Data24) { |
| 447 | |
| 448 | if (Data20 == Data24) |
| 449 | continue; |
| 450 | |
| 451 | if (Data20->mRecruitID == -1 || Data24->mRecruitID == -1) |
| 452 | continue; |
| 453 | |
| 454 | if (Data20->mRank != Data24->mRank) |
| 455 | continue; |
| 456 | |
| 457 | if (Data20->mNumberOfKills <= Data24->mNumberOfKills) |
| 458 | continue; |
| 459 | |
| 460 | sMission_Troop Spare = *Data20; |
| 461 | |
| 462 | *Data20 = *Data24; |
| 463 | *Data24 = Spare; |
| 464 | } |
| 465 | } |
| 466 | } |
| 467 | |
| 468 | void sGameData::Soldier_Died(const sMission_Troop* pTroop) { |
| 469 | if (!pTroop) |
no test coverage detected