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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@ -91,8 +91,8 @@ prepare_sects(int etu, struct bp *bp)
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if (np->nat_stat != STAT_SANCT) {
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guerrilla(sp);
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do_plague(sp, np, etu);
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tax(sp, np, etu, &pops[sp->sct_own], &civ_tax, &uw_tax,
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&mil_pay);
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populace(np, sp, etu);
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tax(sp, etu, &pops[sp->sct_own], &civ_tax, &uw_tax, &mil_pay);
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np->nat_money += civ_tax + uw_tax + mil_pay;
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if (sp->sct_type == SCT_BANK)
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np->nat_money += bank_income(sp, etu);
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@ -104,15 +104,9 @@ prepare_sects(int etu, struct bp *bp)
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}
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void
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tax(struct sctstr *sp, struct natstr *np, int etu, int *pop, int *civ_tax,
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tax(struct sctstr *sp, int etu, int *pop, int *civ_tax,
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int *uw_tax, int *mil_pay)
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{
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*civ_tax = 0;
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*uw_tax = 0;
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*mil_pay = 0;
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if (!player->simulation)
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populace(np, sp, etu);
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*civ_tax = (int)(0.5 + sp->sct_item[I_CIVIL] * sp->sct_effic *
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etu * money_civ / 100);
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/*
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