{
struct sctstr *sp, scratch_sect;
int work, cost, ecost, pcost;
- int n, desig, neweff, amount;
+ int n, desig, amount;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
if (sp->sct_type == SCT_WATER)
if (sp->sct_off || np->nat_money < 0)
continue;
- neweff = sp->sct_effic;
amount = 0;
pcost = cost = ecost = 0;
if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
np->nat_money >= 0) {
- neweff = upd_buildeff(sp, &work, &desig, &cost);
+ sp->sct_effic = upd_buildeff(sp, &work, &desig, &cost);
bp_put_items(bp, sp);
p_sect[SCT_EFFIC][0]++;
p_sect[SCT_EFFIC][1] += cost;
if (!player->simulation) {
np->nat_money -= cost;
sp->sct_type = desig;
- sp->sct_effic = neweff;
}
}
- if (desig == SCT_ENLIST && neweff >= 60 &&
+ if (desig == SCT_ENLIST && sp->sct_effic >= 60 &&
sp->sct_own == sp->sct_oldown) {
p_sect[desig][0] += enlist(sp->sct_item, etu, &ecost);
p_sect[desig][1] += ecost;
* now do the production (if sector effic >= 60%)
*/
- if (neweff >= 60) {
+ if (sp->sct_effic >= 60) {
if (np->nat_money >= 0 && dchr[desig].d_prd >= 0)
- work -= produce(np, sp, work, desig, neweff,
+ work -= produce(np, sp, work, desig, sp->sct_effic,
&pcost, &amount);
bp_put_items(bp, sp);
}