src/game/Strategic/Map_Screen_Helicopter.cc
static void SkyriderDestroyed(void)
{
	// remove any arrival events for the helicopter's group
	VEHICLETYPE& v = GetHelicopter();
	DeleteStrategicEvent(EVENT_GROUP_ARRIVAL, v.ubMovementGroup);
	KillAllInVehicle(v);

	// kill skyrider
	gMercProfiles[ SKYRIDER ].bLife = 0;

	// destroy helicopter
	fHelicopterDestroyed = TRUE;

	// zero out balance due
	gMercProfiles[ SKYRIDER ].iBalance = 0;
	iTotalAccumulatedCostByPlayer = 0;

	// remove vehicle and reset
	RemoveVehicleFromList(v);
	iHelicopterVehicleId = -1;
}
// helicopter shot down, kill all on board
helicopter shot down, kill all on board
helicopter shot down kill all on board
static void SkyriderDestroyed(void)
{
	VEHICLETYPE& v = GetHelicopter();
	DeleteStrategicEvent(EVENT_GROUP_ARRIVAL, v.ubMovementGroup);
	KillAllInVehicle(v);
	gMercProfiles[ SKYRIDER ].bLife = 0;
	fHelicopterDestroyed = TRUE;
	gMercProfiles[ SKYRIDER ].iBalance = 0;
	iTotalAccumulatedCostByPlayer = 0;
	RemoveVehicleFromList(v);
	iHelicopterVehicleId = -1;
}
static void SkyriderDestroyed ( void ) { VEHICLETYPE & v = GetHelicopter ( ) ; DeleteStrategicEvent ( EVENT_GROUP_ARRIVAL , v . ubMovementGroup ) ; KillAllInVehicle ( v ) ; gMercProfiles [ SKYRIDER ] . bLife = 0 ; fHelicopterDestroyed = TRUE ; gMercProfiles [ SKYRIDER ] . iBalance = 0 ; iTotalAccumulatedCostByPlayer = 0 ; RemoveVehicleFromList ( v ) ; iHelicopterVehicleId = -1 ; }
helicopter shot down, kill all on board
helicopter shot down kill all on board
// remove any arrival events for the helicopter's group // kill skyrider // destroy helicopter // zero out balance due // remove vehicle and reset