if (opt_FALLOUT) {
if (!player->simulation) {
/* First, we determine which sectors to process fallout in */
- for (n = 0; NULL != (sp = getsectid(n)); n++) {
- if (getvar(V_FALLOUT, (s_char *)sp, EF_SECTOR))
- sp->sct_updated = 1;
- else
- sp->sct_updated = 0;
- }
+ for (n = 0; NULL != (sp = getsectid(n)); n++)
+ sp->sct_updated = sp->sct_fallout != 0;
/* Next, we process the fallout there */
for (n = 0; NULL != (sp = getsectid(n)); n++)
if (sp->sct_updated)
spread_fallout(sp, etu);
/* Next, we decay the fallout */
for (n = 0; NULL != (sp = getsectid(n)); n++)
- if (getvar(V_FALLOUT, (s_char *)sp, EF_SECTOR))
+ if (sp->sct_fallout)
decay_fallout(sp, etu);
}
}
for (i = 0; NULL != (sp = getshipp(i)); i++) {
if (!sp->shp_own || sp->shp_own != n)
continue;
- if ((mil = getvar(V_MILIT, (s_char *)sp, EF_SHIP)) > 0)
+ if ((mil = sp->shp_item[I_MILIT]) > 0)
totalmil += mil;
}
for (i = 0; NULL != (lp = getlandp(i)); i++) {
if (!lp->lnd_own || lp->lnd_own != n)
continue;
- if ((mil = getvar(V_MILIT, (s_char *)lp, EF_LAND)) > 0)
+ if ((mil = lp->lnd_item[I_MILIT]) > 0)
totalmil += mil;
}
mil_pay = totalmil * etu * money_mil;