From: Crossfire C. r. messages.
<cro...@li...> - 2010-07-28 18:29:02
|
Revision: 13524 http://crossfire.svn.sourceforge.net/crossfire/?rev=13524&view=rev Author: ryo_saeba Date: 2010-07-28 18:28:56 +0000 (Wed, 28 Jul 2010) Log Message: ----------- Remove commented out code. Modified Paths: -------------- server/trunk/ChangeLog server/trunk/server/apply.c Modified: server/trunk/ChangeLog =================================================================== --- server/trunk/ChangeLog 2010-07-28 18:27:08 UTC (rev 13523) +++ server/trunk/ChangeLog 2010-07-28 18:28:56 UTC (rev 13524) @@ -14,6 +14,9 @@ else. With this, include the file(s) that you changed. ------------------------------------------------------------------------------ +Remove commented out code. +Nicolas Weeger 2010-07-28 + Remove global variables. Nicolas Weeger 2010-07-28 Modified: server/trunk/server/apply.c =================================================================== --- server/trunk/server/apply.c 2010-07-28 18:27:08 UTC (rev 13523) +++ server/trunk/server/apply.c 2010-07-28 18:28:56 UTC (rev 13524) @@ -1049,46 +1049,9 @@ * improvement level. * @return * 1 if who can use the item, 0 else. - * @todo - * remove obsolete code. - * - * @note - * check_weapon_power() has been renamed to apply_check_weapon_power() */ int apply_check_weapon_power(const object *who, int improves) { - /* Old code is below (commented out). Basically, since weapons - * are the only object players really have any control to improve, - * it's a bit harsh to require high level in some combat skill, - * so we just use overall level. - */ -#if 1 return (who->level/5)+5 >= improves; -#else - int level = 0; - - /* The skill system hands out wc and dam bonuses to fighters - * more generously than the old system (see fix_object). Thus - * we need to curtail the power of player enchanted weapons. - * I changed this to 1 improvement per "fighter" level/5 -b.t. - * Note: Nothing should break by allowing this ratio to be - * different or using normal level - it is just a matter of play - * balance. - */ - if (who->type == PLAYER) { - FOR_INV_PREPARE(who, wc_obj) - if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) - level = wc_obj->level; - FOR_INV_FINISH(); - - if (!level) { - LOG(llevError, "Error: Player: %s lacks wc experience object\n", who->name); - level = who->level; - } - } else - level = who->level; - - return improves <= (level/5)+5; -#endif } /** This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |