src/wavegens.cpp
// A function to execute all the enemy waves (or rather those that are
// active)

A function to execute all the enemy waves (or rather those that are
active)
A function to execute all the enemy waves ( or rather those that are active )
bool executeEnemyWaves(DWORD frameNumber)
{
	vectorListNodeStruct<waveGenUnitStruct> *unit;
	for (unit=waveGenList.getFirstNode(); unit!=NULL; unit=waveGenList.getNextNode(unit)) {
		if (!unit->data.nowActive) continue;
		if (!executeWaveGenAI(frameNumber, *unit)) return false;
	}
	return true;
}
bool executeEnemyWaves ( DWORD frameNumber ) { vectorListNodeStruct < waveGenUnitStruct > * unit ; for ( unit = waveGenList . getFirstNode ( ) ; unit != NULL ; unit = waveGenList . getNextNode ( unit ) ) { if ( ! unit -> data . nowActive ) continue ; if ( ! executeWaveGenAI ( frameNumber , * unit ) ) return false ; } return true ; }
A function to execute all the enemy waves (or rather those that are
active)
A function to execute all the enemy waves ( or rather those that are active )
// Manage the AI of all the wave generators on screen...
 // don't move this unit if it's not active now
 // execute the ai of this unit
 // for unit
 // all ok
