src/game/Strategic/Strategic_Movement.cc
static void HandleOtherGroupsArrivingSimultaneously(UINT8 const x, UINT8 const y, UINT8 const z)
{
	UINT32 const now = GetWorldTotalSeconds();
	gubNumGroupsArrivedSimultaneously = 0;
restart:
	for (STRATEGICEVENT* i = gpEventList; i && i->uiTimeStamp <= now; i = i->next)
	{
		if (i->ubCallbackID != EVENT_GROUP_ARRIVAL) continue;
		if (i->ubFlags & SEF_DELETION_PENDING)      continue;

		GROUP& g = *GetGroup((UINT8)i->uiParam);
		if (g.ubNextX != x || g.ubNextY != y || g.ubSectorZ != z) continue;
		if (!g.fBetweenSectors) continue;

		GroupArrivedAtSector(g, FALSE, FALSE);
		g.uiFlags |= GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY;
		++gubNumGroupsArrivedSimultaneously;
		DeleteStrategicEvent(EVENT_GROUP_ARRIVAL, g.ubGroupID);
		goto restart;
	}
}
/* Because a battle is about to start, we need to go through the event list and
 * look for other groups that may arrive at the same time -- enemies or players,
 * and blindly add them to the sector without checking for battle conditions, as
 * it has already determined that a new battle is about to start. */
Because a battle is about to start, we need to go through the event list and
look for other groups that may arrive at the same time -- enemies or players,
and blindly add them to the sector without checking for battle conditions, as
it has already determined that a new battle is about to start.
Because a battle is about to start we need to go through the event list and look for other groups that may arrive at the same time -- enemies or players and blindly add them to the sector without checking for battle conditions as it has already determined that a new battle is about to start .
static void HandleOtherGroupsArrivingSimultaneously(UINT8 const x, UINT8 const y, UINT8 const z)
{
	UINT32 const now = GetWorldTotalSeconds();
	gubNumGroupsArrivedSimultaneously = 0;
restart:
	for (STRATEGICEVENT* i = gpEventList; i && i->uiTimeStamp <= now; i = i->next)
	{
		if (i->ubCallbackID != EVENT_GROUP_ARRIVAL) continue;
		if (i->ubFlags & SEF_DELETION_PENDING)      continue;
		GROUP& g = *GetGroup((UINT8)i->uiParam);
		if (g.ubNextX != x || g.ubNextY != y || g.ubSectorZ != z) continue;
		if (!g.fBetweenSectors) continue;
		GroupArrivedAtSector(g, FALSE, FALSE);
		g.uiFlags |= GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY;
		++gubNumGroupsArrivedSimultaneously;
		DeleteStrategicEvent(EVENT_GROUP_ARRIVAL, g.ubGroupID);
		goto restart;
	}
}
static void HandleOtherGroupsArrivingSimultaneously ( UINT8 const x , UINT8 const y , UINT8 const z ) { UINT32 const now = GetWorldTotalSeconds ( ) ; gubNumGroupsArrivedSimultaneously = 0 ; restart : for ( STRATEGICEVENT * i = gpEventList ; i && i -> uiTimeStamp <= now ; i = i -> next ) { if ( i -> ubCallbackID != EVENT_GROUP_ARRIVAL ) continue ; if ( i -> ubFlags & SEF_DELETION_PENDING ) continue ; GROUP & g = * GetGroup ( ( UINT8 ) i -> uiParam ) ; if ( g . ubNextX != x || g . ubNextY != y || g . ubSectorZ != z ) continue ; if ( ! g . fBetweenSectors ) continue ; GroupArrivedAtSector ( g , FALSE , FALSE ) ; g . uiFlags |= GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY ; ++ gubNumGroupsArrivedSimultaneously ; DeleteStrategicEvent ( EVENT_GROUP_ARRIVAL , g . ubGroupID ) ; goto restart ; } }
Because a battle is about to start, we need to go through the event list and
 look for other groups that may arrive at the same time -- enemies or players,
 and blindly add them to the sector without checking for battle conditions, as
 it has already determined that a new battle is about to start.
Because a battle is about to start we need to go through the event list and look for other groups that may arrive at the same time -- enemies or players and blindly add them to the sector without checking for battle conditions as it has already determined that a new battle is about to start .