src/game/Strategic/Strategic_Town_Loyalty.cc
FOR_EACH_TOWN_SECTOR(i)
	{
		bTownId = i->town;

		// skip path test if distance is already known to be zero to speed this up a bit
		if (iShortestDistance[ bTownId ] > 0 )
		{
			// calculate across how many sectors the fastest travel path from event to this town sector
			iThisDistance = FindStratPath(sEventSector, SECTOR_INFO_TO_STRATEGIC_INDEX(i->sector), g, FALSE);

			if (iThisDistance < iShortestDistance[ bTownId ])
			{
				iShortestDistance[ bTownId ] = iThisDistance;
			}
		}
	}
// calc distance to the event sector from EACH SECTOR of each town, keeping only the shortest one for every town
calc distance to the event sector from EACH SECTOR of each town, keeping only the shortest one for every town
calc distance to the event sector from EACH SECTOR of each town keeping only the shortest one for every town
FOR_EACH_TOWN_SECTOR(i)
	{
		bTownId = i->town;
		if (iShortestDistance[ bTownId ] > 0 )
		{
			iThisDistance = FindStratPath(sEventSector, SECTOR_INFO_TO_STRATEGIC_INDEX(i->sector), g, FALSE);
			if (iThisDistance < iShortestDistance[ bTownId ])
			{
				iShortestDistance[ bTownId ] = iThisDistance;
			}
		}
	}
FOR_EACH_TOWN_SECTOR ( i ) { bTownId = i -> town ; if ( iShortestDistance [ bTownId ] > 0 ) { iThisDistance = FindStratPath ( sEventSector , SECTOR_INFO_TO_STRATEGIC_INDEX ( i -> sector ) , g , FALSE ) ; if ( iThisDistance < iShortestDistance [ bTownId ] ) { iShortestDistance [ bTownId ] = iThisDistance ; } } }
calc distance to the event sector from EACH SECTOR of each town, keeping only the shortest one for every town
calc distance to the event sector from EACH SECTOR of each town keeping only the shortest one for every town
// skip path test if distance is already known to be zero to speed this up a bit // calculate across how many sectors the fastest travel path from event to this town sector