src/game/Strategic/Strategic_Movement.cc
static void CancelEmptyPersistentGroupMovement(GROUP& g)
{
	Assert(g.ubGroupSize == 0);
	Assert(g.fPersistant);

	/* Don't do this for vehicle groups - the chopper can keep flying empty, while
	 * other vehicles still exist and teleport to nearest sector instead */
	if (g.fVehicle) return;

	// Prevent it from arriving empty
	DeleteStrategicEvent(EVENT_GROUP_ARRIVAL, g.ubGroupID);

	RemoveGroupWaypoints(g);
	g.uiTraverseTime  = 0;
	g.setArrivalTime(0);
	g.fBetweenSectors = FALSE;
	g.ubPrevX         = 0;
	g.ubPrevY         = 0;
	g.ubSectorX       = 0;
	g.ubSectorY       = 0;
	g.ubNextX         = 0;
	g.ubNextY         = 0;
}
// Non-persistent groups should be simply removed instead
Non-persistent groups should be simply removed instead
Non - persistent groups should be simply removed instead
static void CancelEmptyPersistentGroupMovement(GROUP& g)
{
	Assert(g.ubGroupSize == 0);
	Assert(g.fPersistant);
	if (g.fVehicle) return;
	DeleteStrategicEvent(EVENT_GROUP_ARRIVAL, g.ubGroupID);
	RemoveGroupWaypoints(g);
	g.uiTraverseTime  = 0;
	g.setArrivalTime(0);
	g.fBetweenSectors = FALSE;
	g.ubPrevX         = 0;
	g.ubPrevY         = 0;
	g.ubSectorX       = 0;
	g.ubSectorY       = 0;
	g.ubNextX         = 0;
	g.ubNextY         = 0;
}
static void CancelEmptyPersistentGroupMovement ( GROUP & g ) { Assert ( g . ubGroupSize == 0 ) ; Assert ( g . fPersistant ) ; if ( g . fVehicle ) return ; DeleteStrategicEvent ( EVENT_GROUP_ARRIVAL , g . ubGroupID ) ; RemoveGroupWaypoints ( g ) ; g . uiTraverseTime = 0 ; g . setArrivalTime ( 0 ) ; g . fBetweenSectors = FALSE ; g . ubPrevX = 0 ; g . ubPrevY = 0 ; g . ubSectorX = 0 ; g . ubSectorY = 0 ; g . ubNextX = 0 ; g . ubNextY = 0 ; }
Non-persistent groups should be simply removed instead
Non - persistent groups should be simply removed instead
/* Don't do this for vehicle groups - the chopper can keep flying empty, while
	 * other vehicles still exist and teleport to nearest sector instead */ // Prevent it from arriving empty