scene_loader.c
void ResetTanksMoveLimit(SceneData* scene_data){

	for(int t = 0; t < scene_data[CURRENT_SCENE].player_1_tanks; t++){
		scene_data[CURRENT_SCENE].player_1_tanks_obj[t].move_limit = TANK_MOVE_LIMIT;
	}
	for(int t = 0; t < scene_data[CURRENT_SCENE].player_2_tanks; t++){
		scene_data[CURRENT_SCENE].player_2_tanks_obj[t].move_limit = TANK_MOVE_LIMIT;
	}
	return;
}
/*  Reset move limits on all tanks  */
Reset move limits on all tanks
Reset move limits on all tanks
void ResetTanksMoveLimit(SceneData* scene_data){
	for(int t = 0; t < scene_data[CURRENT_SCENE].player_1_tanks; t++){
		scene_data[CURRENT_SCENE].player_1_tanks_obj[t].move_limit = TANK_MOVE_LIMIT;
	}
	for(int t = 0; t < scene_data[CURRENT_SCENE].player_2_tanks; t++){
		scene_data[CURRENT_SCENE].player_2_tanks_obj[t].move_limit = TANK_MOVE_LIMIT;
	}
	return;
}
void ResetTanksMoveLimit ( SceneData * scene_data ) { for ( int t = 0 ; t < scene_data [ CURRENT_SCENE ] . player_1_tanks ; t ++ ) { scene_data [ CURRENT_SCENE ] . player_1_tanks_obj [ t ] . move_limit = TANK_MOVE_LIMIT ; } for ( int t = 0 ; t < scene_data [ CURRENT_SCENE ] . player_2_tanks ; t ++ ) { scene_data [ CURRENT_SCENE ] . player_2_tanks_obj [ t ] . move_limit = TANK_MOVE_LIMIT ; } return ; }
Reset move limits on all tanks
Reset move limits on all tanks