src/game/Strategic/Strategic_Movement.cc
static void RemoveGroupFromList(GROUP* const g)
{
	for (GROUP** i = &gpGroupList; *i != NULL; i = &(*i)->next)
	{
		if (*i != g) continue;

		// Found the group, so now remove it.
		*i = g->next;

		// Clear the unique group ID
		const UINT32 index = g->ubGroupID / 32;
		const UINT32 bit   = g->ubGroupID % 32;
		const UINT32 mask  = 1 << bit;
		Assert(uniqueIDMask[index] & mask);
		uniqueIDMask[index] &= ~mask;

		delete g;
		return;
	}
	SLOGA("Trying to remove a strategic group that isn't in the list!");
}
/* Destroys the waypoint list, detaches group from list, then deallocated the
 * memory for the group */
Destroys the waypoint list, detaches group from list, then deallocated the
memory for the group
Destroys the waypoint list detaches group from list then deallocated the memory for the group
static void RemoveGroupFromList(GROUP* const g)
{
	for (GROUP** i = &gpGroupList; *i != NULL; i = &(*i)->next)
	{
		if (*i != g) continue;
		*i = g->next;
		const UINT32 index = g->ubGroupID / 32;
		const UINT32 bit   = g->ubGroupID % 32;
		const UINT32 mask  = 1 << bit;
		Assert(uniqueIDMask[index] & mask);
		uniqueIDMask[index] &= ~mask;
		delete g;
		return;
	}
	SLOGA("Trying to remove a strategic group that isn't in the list!");
}
static void RemoveGroupFromList ( GROUP * const g ) { for ( GROUP * * i = & gpGroupList ; * i != NULL ; i = & ( * i ) -> next ) { if ( * i != g ) continue ; * i = g -> next ; const UINT32 index = g -> ubGroupID / 32 ; const UINT32 bit = g -> ubGroupID % 32 ; const UINT32 mask = 1 << bit ; Assert ( uniqueIDMask [ index ] & mask ) ; uniqueIDMask [ index ] &= ~ mask ; delete g ; return ; } SLOGA ( " " ) ; }
Destroys the waypoint list, detaches group from list, then deallocated the
 memory for the group
Destroys the waypoint list detaches group from list then deallocated the memory for the group
// Found the group, so now remove it. // Clear the unique group ID