Scenario Editor unused variables
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@@ -255,7 +255,6 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR, int nCmd
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long CALLBACK WndProc (HWND hwnd, UINT message,WPARAM wParam, LPARAM lParam)
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{
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HDC hdc;
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PAINTSTRUCT ps;
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//RECT s_rect = {0,0,30,30},d_rect = {0,0,30,30},d2 = {0,0,420,216},s2 = {0,0,420,216};
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POINT press;
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@@ -382,7 +381,7 @@ RECT r;
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return 0;
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case WM_PAINT:
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hdc = BeginPaint(hwnd,&ps);
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BeginPaint(hwnd,&ps);
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EndPaint(hwnd,&ps);
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if (hwnd != mainPtr)
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check_cd_event(hwnd,message,wParam,lParam);
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@@ -469,7 +468,6 @@ Boolean handle_menu (short item, HMENU menu)
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short i;
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Boolean to_return = FALSE;
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short item_hit;
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Boolean need_redraw = FALSE;
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item_hit = item;
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switch (item) {
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@@ -475,7 +475,7 @@ void set_up_terrain_buttons()
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void draw_terrain()
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{
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short q,r,x,i,small_i;
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location which_pt,where_draw;
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location where_draw;
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RECT draw_rect,clipping_rect = {8,8,260,332};
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unsigned char t_to_draw;
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RECT tiny_to,tiny_to_base = {29,37,36,44},tiny_from,from_rect,to_rect;
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@@ -527,8 +527,6 @@ void draw_terrain()
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else t_to_draw = current_terrain.terrain[cen_x + q - 4][cen_y + r - 4];
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}
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draw_one_terrain_spot(q,r,t_to_draw);
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which_pt.x = cen_x + q - 4;
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which_pt.y =cen_y + r - 4;
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tiny_to = tiny_to_base;
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OffsetRect(&tiny_to,28 * q, 36 * r);
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@@ -892,17 +890,13 @@ void draw_one_terrain_spot (short i,short j,unsigned char terrain_to_draw)
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void draw_one_tiny_terrain_spot (short i,short j,unsigned char terrain_to_draw,HDC hdc)
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{
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location where_draw;
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RECT dest_rect = {0,0,5,5},from_rect = {0,0,4,4},orig_draw_rect = {0,0,4,4};
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short picture_wanted;
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GWorldPtr source_gworld;
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HBITMAP store_bmp;
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HBRUSH old_brush;
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picture_wanted = scenario.ter_types[terrain_to_draw].picture;
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where_draw.x = (char) i;
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where_draw.y = (char) j;
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OffsetRect(&dest_rect,8 + 4 * i,8 + 4 * j);
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store_bmp = (HBITMAP)SelectObject(hdc,ter_draw_gworld);
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@@ -932,7 +926,6 @@ void draw_one_tiny_terrain_spot (short i,short j,unsigned char terrain_to_draw,H
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}
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else if (picture_wanted >= 400) {
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source_gworld = anim_gworld;
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picture_wanted -= 400;
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if (picture_wanted == 0) {
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SelectObject(hdc,map_brush[13]);
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@@ -59,9 +59,6 @@ short current_pattern = -1;
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HBITMAP load_pict(short pict_num)
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{
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HBITMAP got_bitmap;
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HDC model_hdc;
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model_hdc = main_dc;
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switch(pict_num) {
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case 700: got_bitmap = ReadBMP("Images/STATAREA.BMP"); break;
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@@ -1526,12 +1526,10 @@ void set_up_lights()
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short i,j,rad;
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location where,l;
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short num_lights = 0;
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Boolean where_lit[64][64];
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// Find bonfires, braziers, etc.
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num_lights = 0;
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for (i = 0; i < 64; i++)
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for (j = 0; j < 64; j++)
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where_lit[i][j] = 0;
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@@ -1673,11 +1671,9 @@ Boolean is_erasable_water(short i,short j)
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{
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Boolean answer = FALSE;
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short pic;
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unsigned char ter;
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ter = (editing_town == TRUE) ? t_d.terrain[i][j] : current_terrain.terrain[i][j];
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pic = scenario.ter_types[ter].picture;
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if ((editing_town == TRUE) && ((i < 0) || (i > max_dim[town_type] - 1) || (j < 0) || (j > max_dim[town_type] - 1)))
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return FALSE;
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if ((editing_town == FALSE) && ((i < 0) || (i > 47) || (j < 0) || (j > 47)))
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@@ -1710,11 +1706,9 @@ Boolean is_water(short i,short j)
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Boolean is_correctable_water(short i,short j)
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{
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Boolean answer = FALSE;
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short pic;
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unsigned char ter;
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ter = (editing_town == TRUE) ? t_d.terrain[i][j] : current_terrain.terrain[i][j];
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pic = scenario.ter_types[ter].picture;
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if ((editing_town == TRUE) && ((i < 0) || (i > max_dim[town_type] - 1) || (j < 0) || (j > max_dim[town_type] - 1)))
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return FALSE;
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if ((editing_town == FALSE) && ((i < 0) || (i > 47) || (j < 0) || (j > 47)))
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