update: Lift populace() from tax into prepare_sects()
This way, tax() is more focused, and populace() doesn't need to be guarded with !player->simulation. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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3 changed files with 5 additions and 12 deletions
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@ -197,7 +197,7 @@ calc_all(int p_sect[][2],
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bp_set_from_sect(bp, sp);
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if (sp->sct_own == player->cnum) {
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sp->sct_updated = 0;
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tax(sp, np, etu, &pop, &civ_tax, &uw_tax, &mil_pay);
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tax(sp, etu, &pop, &civ_tax, &uw_tax, &mil_pay);
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*Ncivs += sp->sct_item[I_CIVIL];
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*Nuws += sp->sct_item[I_UW];
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*taxes += civ_tax + uw_tax;
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