@@ -6905,7 +6905,7 @@ void ScriptActions::doTeamMoveAwayFromRelationType(const AsciiString& teamName,
69056905 }
69066906 }
69076907 if (!bestObj) return ;
6908- // Calculate the flee vector
6908+ // @-TanSo-: Calculate the flee vector
69096909 Coord3D threatPos = *bestObj->getPosition ();
69106910 Coord3D fleeVec;
69116911 fleeVec.x = teamPos.x - threatPos.x ;
@@ -7015,7 +7015,7 @@ void ScriptActions::doTeamMoveTowardsRelationType(const AsciiString& teamName, R
70157015 }
70167016 }
70177017 if (!bestObj) return ;
7018- // Calculate the flee vector
7018+ // @-TanSo-: Calculate the flee vector
70197019 Coord3D threatPos = *bestObj->getPosition ();
70207020 Coord3D fleeVec;
70217021 fleeVec.x = threatPos.x - teamPos.x ;
@@ -7103,7 +7103,7 @@ void ScriptActions::doUnitMoveAwayFromRelationType(const AsciiString& unitName,
71037103
71047104 if (!bestObj) return ;
71057105
7106- // Calculate the flee vector.
7106+ // @-TanSo-: Calculate the flee vector.
71077107 Coord3D threatPos = *bestObj->getPosition ();
71087108 Coord3D fleeVec;
71097109 fleeVec.x = objPos.x - threatPos.x ;
@@ -7182,7 +7182,7 @@ void ScriptActions::doUnitMoveTowardsRelationType(const AsciiString& unitName, R
71827182
71837183 if (!bestObj) return ;
71847184
7185- // Calculate the flee vector.
7185+ // @-TanSo-: Calculate the flee vector.
71867186 Coord3D threatPos = *bestObj->getPosition ();
71877187 Coord3D fleeVec;
71887188 fleeVec.x = threatPos.x - objPos.x ;
@@ -7226,7 +7226,7 @@ void ScriptActions::doTeamMeet(const AsciiString& teamName)
72267226 Coord3D pos;
72277227 pos.x = pos.y = pos.z = 0 ;
72287228
7229- // Get the center point for the team
7229+ // @-TanSo-: Get the center point for the team
72307230 for (DLINK_ITERATOR <Object> iter = pTeam->iterate_TeamMemberList (); !iter.done (); iter.advance ())
72317231 {
72327232 Object* obj = iter.cur ();
@@ -7268,7 +7268,7 @@ void ScriptActions::doTeamMeetKindOf(const AsciiString& teamName, Int kindOf)
72687268 Coord3D pos;
72697269 pos.x = pos.y = pos.z = 0 ;
72707270
7271- // Get the center point for the kindOfs
7271+ // @-TanSo-: Get the center point for the kindOfs
72727272 for (DLINK_ITERATOR <Object> iter = pTeam->iterate_TeamMemberList (); !iter.done (); iter.advance ())
72737273 {
72747274 Object* obj = iter.cur ();
@@ -7318,7 +7318,7 @@ void ScriptActions::doTeamMeetType(const AsciiString& teamName, const AsciiStrin
73187318 Coord3D pos;
73197319 pos.x = pos.y = pos.z = 0 ;
73207320
7321- // Get the center point for the objectType
7321+ // @-TanSo-: Get the center point for the objectType
73227322 for (DLINK_ITERATOR <Object> iter = pTeam->iterate_TeamMemberList (); !iter.done (); iter.advance ())
73237323 {
73247324 Object* obj = iter.cur ();
@@ -7483,7 +7483,7 @@ void ScriptActions::doPlayerMergeKindOf(const AsciiString& playerName, Int kindO
74837483 if (!obj) {
74847484 break ;
74857485 }
7486- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7486+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
74877487 // Iterator MUST be advanced before calling setTeam().
74887488 // This mirrors original EA engine behavior. It's dirty I know.
74897489 nextObj = iter2.cur ();
@@ -7526,7 +7526,7 @@ void ScriptActions::doTeamMergeKindOf(const AsciiString& srcName, Int kindOf, co
75267526 if (!obj) {
75277527 break ;
75287528 }
7529- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7529+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
75307530 // Iterator MUST be advanced before calling setTeam().
75317531 // This mirrors original EA engine behavior. It's dirty I know.
75327532 nextObj = iter.cur ();
@@ -7582,7 +7582,7 @@ void ScriptActions::doPlayerMergeType(const AsciiString& playerName, const Ascii
75827582 if (!obj) {
75837583 break ;
75847584 }
7585- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7585+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
75867586 // Iterator MUST be advanced before calling setTeam().
75877587 // This mirrors original EA engine behavior. It's dirty I know.
75887588 nextObj = iter2.cur ();
@@ -7655,7 +7655,7 @@ void ScriptActions::doTeamMergeType(const AsciiString& srcName, const AsciiStrin
76557655 if (!obj) {
76567656 break ;
76577657 }
7658- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7658+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
76597659 // Iterator MUST be advanced before calling setTeam().
76607660 // This mirrors original EA engine behavior. It's dirty I know.
76617661 nextObj = iter.cur ();
@@ -7722,7 +7722,7 @@ void ScriptActions::doPlayerDisbandKindOf(const AsciiString& playerName, Int kin
77227722 if (!obj) {
77237723 break ;
77247724 }
7725- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7725+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
77267726 // Iterator MUST be advanced before calling setTeam().
77277727 // This mirrors original EA engine behavior. It's dirty I know.
77287728 nextObj = iter2.cur ();
@@ -7762,7 +7762,7 @@ void ScriptActions::doTeamDisbandKindOf(const AsciiString& teamName, Int kindOf)
77627762 if (!obj) {
77637763 break ;
77647764 }
7765- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7765+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
77667766 // Iterator MUST be advanced before calling setTeam().
77677767 // This mirrors original EA engine behavior. It's dirty I know.
77687768 nextObj = iter.cur ();
@@ -7810,7 +7810,7 @@ void ScriptActions::doPlayerDisbandType(const AsciiString& playerName, const Asc
78107810 if (!obj) {
78117811 break ;
78127812 }
7813- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7813+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
78147814 // Iterator MUST be advanced before calling setTeam().
78157815 // This mirrors original EA engine behavior. It's dirty I know.
78167816 nextObj = iter2.cur ();
@@ -7880,7 +7880,7 @@ void ScriptActions::doTeamDisbandType(const AsciiString& teamName, const AsciiSt
78807880 if (!obj) {
78817881 break ;
78827882 }
7883- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7883+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
78847884 // Iterator MUST be advanced before calling setTeam().
78857885 // This mirrors original EA engine behavior. It's dirty I know.
78867886 nextObj = iter.cur ();
@@ -7941,7 +7941,7 @@ void ScriptActions::doPlayerTeamlessMerge(const AsciiString& playerName, const A
79417941 if (!obj) {
79427942 break ;
79437943 }
7944- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7944+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
79457945 // Iterator MUST be advanced before calling setTeam().
79467946 // This mirrors original EA engine behavior. It's dirty I know.
79477947 nextObj = iter2.cur ();
@@ -7982,7 +7982,7 @@ void ScriptActions::doPlayerTeamlessMergeKindOf(const AsciiString& playerName, I
79827982 if (!obj) {
79837983 break ;
79847984 }
7985- // IMPORTANT: setTeam() removes an object from TeamMemberList.
7985+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
79867986 // Iterator MUST be advanced before calling setTeam().
79877987 // This mirrors original EA engine behavior. It's dirty I know.
79887988 nextObj = iter.cur ();
@@ -8031,7 +8031,7 @@ void ScriptActions::doPlayerTeamlessMergeType(const AsciiString& playerName, con
80318031 if (!obj) {
80328032 break ;
80338033 }
8034- // IMPORTANT: setTeam() removes an object from TeamMemberList.
8034+ // @-TanSo-: IMPORTANT: setTeam() removes an object from TeamMemberList.
80358035 // Iterator MUST be advanced before calling setTeam().
80368036 // This mirrors original EA engine behavior. It's dirty I know.
80378037 nextObj = iter.cur ();
@@ -8131,7 +8131,7 @@ void ScriptActions::doPlayerGarrisonMaxEach(const AsciiString& playerName, Int m
81318131 continue ;
81328132 }
81338133
8134- // Set a new maximum amount of available slots.
8134+ // @-TanSo-: Set a new maximum amount of available slots.
81358135 // If the max amount is bigger or equal to the slots available, just continue to fill normally
81368136 Int slotsAvailable;
81378137 if (cmi->getContainMax () - cmi->getContainCount () <= maxAmount)
@@ -8210,7 +8210,7 @@ void ScriptActions::doTeamGarrisonMaxEach(const AsciiString& teamName, Int maxAm
82108210 continue ;
82118211 }
82128212
8213- // Set a new maximum amount of available slots.
8213+ // @-TanSo-: Set a new maximum amount of available slots.
82148214 // If the max amount is bigger or equal to the slots available, just continue to fill normally
82158215 Int slotsAvailable;
82168216 if (cmi->getContainMax () - cmi->getContainCount () <= maxAmount)
@@ -8309,14 +8309,14 @@ void ScriptActions::doPlayerGarrisonEqually(const AsciiString& playerName, Int a
83098309
83108310 int slotsFree = cmi->getContainMax () - cmi->getContainCount ();
83118311 if (slotsFree <= 0 ) {
8312- // building cannot take any more units, add to the rest
8312+ // @-TanSo-: building cannot take any more units, add to the rest
83138313 rest += target;
83148314 continue ;
83158315 }
83168316
83178317 int slotsAvailable = std::min (slotsFree, target);
83188318
8319- // in case less people are garrisoning than expected
8319+ // @-TanSo-: in case less people are garrisoning than expected
83208320 if (slotsAvailable < target) {
83218321 rest += (target - slotsAvailable);
83228322 }
@@ -8406,14 +8406,14 @@ void ScriptActions::doTeamGarrisonEqually(const AsciiString& teamName, Int amoun
84068406
84078407 int slotsFree = cmi->getContainMax () - cmi->getContainCount ();
84088408 if (slotsFree <= 0 ) {
8409- // building cannot take any more units, add to the rest
8409+ // @-TanSo-: building cannot take any more units, add to the rest
84108410 rest += target;
84118411 continue ;
84128412 }
84138413
84148414 int slotsAvailable = std::min (slotsFree, target);
84158415
8416- // in case less people are garrisoning than expected
8416+ // @-TanSo-: in case less people are garrisoning than expected
84178417 if (slotsAvailable < target) {
84188418 rest += (target - slotsAvailable);
84198419 }
@@ -8691,7 +8691,7 @@ void ScriptActions::doTeamMoveAwayFromRelation(const AsciiString& teamName, Real
86918691 }
86928692
86938693 if (!bestObj) return ;
8694- // Calculate the flee vector
8694+ // @-TanSo-: Calculate the flee vector
86958695 Coord3D threatPos = *bestObj->getPosition ();
86968696 Coord3D fleeVec;
86978697 fleeVec.x = teamPos.x - threatPos.x ;
@@ -8766,7 +8766,7 @@ void ScriptActions::doTeamMoveTowardsRelation(const AsciiString& teamName, Real
87668766 }
87678767
87688768 if (!bestObj) return ;
8769- // Calculate the flee vector
8769+ // @-TanSo-: Calculate the flee vector
87708770 Coord3D threatPos = *bestObj->getPosition ();
87718771 Coord3D fleeVec;
87728772 fleeVec.x = threatPos.x - teamPos.x ;
@@ -8818,7 +8818,7 @@ void ScriptActions::doUnitMoveAwayFromRelation(const AsciiString& unitName, Real
88188818 bestObj = ThePartitionManager->getClosestObject (&objPos, REALLY_FAR , FROM_CENTER_2D , filters);
88198819 if (!bestObj) return ;
88208820
8821- // Calculate the flee vector.
8821+ // @-TanSo-: Calculate the flee vector.
88228822 Coord3D threatPos = *bestObj->getPosition ();
88238823 Coord3D fleeVec;
88248824 fleeVec.x = objPos.x - threatPos.x ;
@@ -8861,7 +8861,7 @@ void ScriptActions::doUnitMoveTowardsRelation(const AsciiString& unitName, Real
88618861 bestObj = ThePartitionManager->getClosestObject (&objPos, REALLY_FAR , FROM_CENTER_2D , filters);
88628862 if (!bestObj) return ;
88638863
8864- // Calculate the flee vector.
8864+ // @-TanSo-: Calculate the flee vector.
88658865 Coord3D threatPos = *bestObj->getPosition ();
88668866 Coord3D fleeVec;
88678867 fleeVec.x = threatPos.x - objPos.x ;
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