src/game/TileEngine/Explosion_Control.cc
// Go through all the bombs in the world, and look for mines at this location
Go through all the bombs in the world, and look for mines at this location
Go through all the bombs in the world and look for mines at this location
CFOR_EACH_WORLD_BOMB(wb)
	{
		WORLDITEM const& wi = GetWorldItem(wb->iItemIndex);
		if (wi.sGridNo != sGridNo) continue;
		OBJECTTYPE const& o = wi.o;
		if (o.usItem == SWITCH && !(o.fFlags & OBJECT_DISABLED_BOMB) && o.bDetonatorType == BOMB_SWITCH)
		{
			gTacticalStatus.ubAttackBusyCount = 0;
			SetOffBombsByFrequency(s, o.bFrequency);
		}
	}
CFOR_EACH_WORLD_BOMB ( wb ) { WORLDITEM const & wi = GetWorldItem ( wb -> iItemIndex ) ; if ( wi . sGridNo != sGridNo ) continue ; OBJECTTYPE const & o = wi . o ; if ( o . usItem == SWITCH && ! ( o . fFlags & OBJECT_DISABLED_BOMB ) && o . bDetonatorType == BOMB_SWITCH ) { gTacticalStatus . ubAttackBusyCount = 0 ; SetOffBombsByFrequency ( s , o . bFrequency ) ; } }
Go through all the bombs in the world, and look for mines at this location
Go through all the bombs in the world and look for mines at this location
// send out a signal to detonate other bombs, rather than this which // isn't a bomb but a trigger // first set attack busy count to 0 in case of a lingering a.b.c. problem...