src/game/TileEngine/Explosion_Control.cc
// loop through civ team and find
// anybody who is an NPC and
// see if they get angry
loop through civ team and find
anybody who is an NPC and
see if they get angry
loop through civ team and find anybody who is an NPC and see if they get angry
static void HandleBuldingDestruction(const INT16 sGridNo, const SOLDIERTYPE* const owner)
{
	if (owner == NULL || owner->bTeam != OUR_TEAM) return;
	FOR_EACH_IN_TEAM(pSoldier, CIV_TEAM)
	{
		if (pSoldier->bInSector && pSoldier->bLife && pSoldier->bNeutral)
		{
			if ( pSoldier->ubProfile != NO_PROFILE )
			{
				if (IsTeamActive(ENEMY_TEAM) && gMercProfiles[pSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY)
				{
					continue;
				}
				if ( DoesNPCOwnBuilding( pSoldier, sGridNo ) )
				{
					MakeNPCGrumpyForMinorOffense(pSoldier, owner);
				}
			}
		}
	}
}
static void HandleBuldingDestruction ( const INT16 sGridNo , const SOLDIERTYPE * const owner ) { if ( owner == NULL || owner -> bTeam != OUR_TEAM ) return ; FOR_EACH_IN_TEAM ( pSoldier , CIV_TEAM ) { if ( pSoldier -> bInSector && pSoldier -> bLife && pSoldier -> bNeutral ) { if ( pSoldier -> ubProfile != NO_PROFILE ) { if ( IsTeamActive ( ENEMY_TEAM ) && gMercProfiles [ pSoldier -> ubProfile ] . ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY ) { continue ; } if ( DoesNPCOwnBuilding ( pSoldier , sGridNo ) ) { MakeNPCGrumpyForMinorOffense ( pSoldier , owner ) ; } } } } }
loop through civ team and find
anybody who is an NPC and
see if they get angry
loop through civ team and find anybody who is an NPC and see if they get angry
// ignore if the player is fighting the enemy here and this is a good guy