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@@ -301,7 +301,7 @@ discard block |
||
301 | 301 | public function setWeaponLocations(array $orderArray) { |
302 | 302 | $weapons = $this->weapons; |
303 | 303 | foreach ($orderArray as $newOrder => $oldOrder) { |
304 | - $this->weapons[$newOrder] =& $weapons[$oldOrder]; |
|
304 | + $this->weapons[$newOrder] = & $weapons[$oldOrder]; |
|
305 | 305 | } |
306 | 306 | $this->hasChangedWeapons = true; |
307 | 307 | } |
@@ -901,14 +901,14 @@ discard block |
||
901 | 901 | } |
902 | 902 | $results['DeadBeforeShot'] = false; |
903 | 903 | foreach ($this->weapons as $orderID => $weapon) { |
904 | - $results['Weapons'][$orderID] =& $weapon->shootPlayer($thisPlayer, $targetPlayers[array_rand($targetPlayers)]); |
|
904 | + $results['Weapons'][$orderID] = & $weapon->shootPlayer($thisPlayer, $targetPlayers[array_rand($targetPlayers)]); |
|
905 | 905 | if ($results['Weapons'][$orderID]['Hit']) { |
906 | 906 | $results['TotalDamage'] += $results['Weapons'][$orderID]['ActualDamage']['TotalDamage']; |
907 | 907 | } |
908 | 908 | } |
909 | 909 | if ($this->hasCDs()) { |
910 | 910 | $thisCDs = new SmrCombatDrones($this->getGameID(), $this->getCDs()); |
911 | - $results['Drones'] =& $thisCDs->shootPlayer($thisPlayer, $targetPlayers[array_rand($targetPlayers)]); |
|
911 | + $results['Drones'] = & $thisCDs->shootPlayer($thisPlayer, $targetPlayers[array_rand($targetPlayers)]); |
|
912 | 912 | $results['TotalDamage'] += $results['Drones']['ActualDamage']['TotalDamage']; |
913 | 913 | } |
914 | 914 | $thisPlayer->increaseExperience(IRound($results['TotalDamage'] * self::EXP_PER_DAMAGE_PLAYER)); |
@@ -926,7 +926,7 @@ discard block |
||
926 | 926 | } |
927 | 927 | $results['DeadBeforeShot'] = false; |
928 | 928 | foreach ($this->weapons as $orderID => $weapon) { |
929 | - $results['Weapons'][$orderID] =& $weapon->shootForces($thisPlayer, $forces); |
|
929 | + $results['Weapons'][$orderID] = & $weapon->shootForces($thisPlayer, $forces); |
|
930 | 930 | if ($results['Weapons'][$orderID]['Hit']) { |
931 | 931 | $results['TotalDamage'] += $results['Weapons'][$orderID]['ActualDamage']['TotalDamage']; |
932 | 932 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['NumMines'], array('Combat', 'Forces', 'Mines', 'Killed'), HOF_PUBLIC); |
@@ -940,7 +940,7 @@ discard block |
||
940 | 940 | } |
941 | 941 | if ($this->hasCDs()) { |
942 | 942 | $thisCDs = new SmrCombatDrones($this->getGameID(), $this->getCDs()); |
943 | - $results['Drones'] =& $thisCDs->shootForces($thisPlayer, $forces); |
|
943 | + $results['Drones'] = & $thisCDs->shootForces($thisPlayer, $forces); |
|
944 | 944 | $results['TotalDamage'] += $results['Drones']['ActualDamage']['TotalDamage']; |
945 | 945 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['NumMines'], array('Combat', 'Forces', 'Mines', 'Killed'), HOF_PUBLIC); |
946 | 946 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['Mines'], array('Combat', 'Forces', 'Mines', 'Damage Done'), HOF_PUBLIC); |
@@ -965,14 +965,14 @@ discard block |
||
965 | 965 | } |
966 | 966 | $results['DeadBeforeShot'] = false; |
967 | 967 | foreach ($this->weapons as $orderID => $weapon) { |
968 | - $results['Weapons'][$orderID] =& $weapon->shootPort($thisPlayer, $port); |
|
968 | + $results['Weapons'][$orderID] = & $weapon->shootPort($thisPlayer, $port); |
|
969 | 969 | if ($results['Weapons'][$orderID]['Hit']) { |
970 | 970 | $results['TotalDamage'] += $results['Weapons'][$orderID]['ActualDamage']['TotalDamage']; |
971 | 971 | } |
972 | 972 | } |
973 | 973 | if ($this->hasCDs()) { |
974 | 974 | $thisCDs = new SmrCombatDrones($this->getGameID(), $this->getCDs()); |
975 | - $results['Drones'] =& $thisCDs->shootPort($thisPlayer, $port); |
|
975 | + $results['Drones'] = & $thisCDs->shootPort($thisPlayer, $port); |
|
976 | 976 | $results['TotalDamage'] += $results['Drones']['ActualDamage']['TotalDamage']; |
977 | 977 | } |
978 | 978 | $thisPlayer->increaseExperience(IRound($results['TotalDamage'] * self::EXP_PER_DAMAGE_PORT)); |
@@ -1003,14 +1003,14 @@ discard block |
||
1003 | 1003 | } |
1004 | 1004 | $results['DeadBeforeShot'] = false; |
1005 | 1005 | foreach ($this->weapons as $orderID => $weapon) { |
1006 | - $results['Weapons'][$orderID] =& $weapon->shootPlanet($thisPlayer, $planet, $delayed); |
|
1006 | + $results['Weapons'][$orderID] = & $weapon->shootPlanet($thisPlayer, $planet, $delayed); |
|
1007 | 1007 | if ($results['Weapons'][$orderID]['Hit']) { |
1008 | 1008 | $results['TotalDamage'] += $results['Weapons'][$orderID]['ActualDamage']['TotalDamage']; |
1009 | 1009 | } |
1010 | 1010 | } |
1011 | 1011 | if ($this->hasCDs()) { |
1012 | 1012 | $thisCDs = new SmrCombatDrones($this->getGameID(), $this->getCDs()); |
1013 | - $results['Drones'] =& $thisCDs->shootPlanet($thisPlayer, $planet, $delayed); |
|
1013 | + $results['Drones'] = & $thisCDs->shootPlanet($thisPlayer, $planet, $delayed); |
|
1014 | 1014 | $results['TotalDamage'] += $results['Drones']['ActualDamage']['TotalDamage']; |
1015 | 1015 | } |
1016 | 1016 | $thisPlayer->increaseExperience(IRound($results['TotalDamage'] * self::EXP_PER_DAMAGE_PLANET)); |
@@ -12,7 +12,7 @@ discard block |
||
12 | 12 | protected $maxDamage; |
13 | 13 | protected $shieldDamage; |
14 | 14 | protected $armourDamage; |
15 | - protected $empDamage=0; |
|
15 | + protected $empDamage = 0; |
|
16 | 16 | protected $accuracy; |
17 | 17 | protected $damageRollover; |
18 | 18 | protected $raidWeapon; |
@@ -85,68 +85,68 @@ discard block |
||
85 | 85 | abstract public function &getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer); |
86 | 86 | |
87 | 87 | protected function &doPlayerDamageToForce(array &$return, AbstractSmrPlayer $weaponPlayer, SmrForce $forces) { |
88 | - $return['WeaponDamage'] =& $this->getModifiedDamageAgainstForces($weaponPlayer,$forces); |
|
89 | - $return['ActualDamage'] =& $forces->doWeaponDamage($return['WeaponDamage']); |
|
90 | - if($return['ActualDamage']['KillingShot']) { |
|
91 | - $return['KillResults'] =& $forces->killForcesByPlayer($weaponPlayer); |
|
88 | + $return['WeaponDamage'] = & $this->getModifiedDamageAgainstForces($weaponPlayer, $forces); |
|
89 | + $return['ActualDamage'] = & $forces->doWeaponDamage($return['WeaponDamage']); |
|
90 | + if ($return['ActualDamage']['KillingShot']) { |
|
91 | + $return['KillResults'] = & $forces->killForcesByPlayer($weaponPlayer); |
|
92 | 92 | } |
93 | 93 | return $return; |
94 | 94 | } |
95 | 95 | |
96 | 96 | protected function &doPlayerDamageToPlayer(array &$return, AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) { |
97 | - $return['WeaponDamage'] =& $this->getModifiedDamageAgainstPlayer($weaponPlayer,$targetPlayer); |
|
98 | - $return['ActualDamage'] =& $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
97 | + $return['WeaponDamage'] = & $this->getModifiedDamageAgainstPlayer($weaponPlayer, $targetPlayer); |
|
98 | + $return['ActualDamage'] = & $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
99 | 99 | |
100 | - if($return['ActualDamage']['KillingShot']) { |
|
101 | - $return['KillResults'] =& $targetPlayer->killPlayerByPlayer($weaponPlayer); |
|
100 | + if ($return['ActualDamage']['KillingShot']) { |
|
101 | + $return['KillResults'] = & $targetPlayer->killPlayerByPlayer($weaponPlayer); |
|
102 | 102 | } |
103 | 103 | return $return; |
104 | 104 | } |
105 | 105 | |
106 | 106 | protected function &doPlayerDamageToPort(array &$return, AbstractSmrPlayer $weaponPlayer, SmrPort $port) { |
107 | - $return['WeaponDamage'] =& $this->getModifiedDamageAgainstPort($weaponPlayer,$port); |
|
108 | - $return['ActualDamage'] =& $port->doWeaponDamage($return['WeaponDamage']); |
|
109 | - if($return['ActualDamage']['KillingShot']) { |
|
110 | - $return['KillResults'] =& $port->killPortByPlayer($weaponPlayer); |
|
107 | + $return['WeaponDamage'] = & $this->getModifiedDamageAgainstPort($weaponPlayer, $port); |
|
108 | + $return['ActualDamage'] = & $port->doWeaponDamage($return['WeaponDamage']); |
|
109 | + if ($return['ActualDamage']['KillingShot']) { |
|
110 | + $return['KillResults'] = & $port->killPortByPlayer($weaponPlayer); |
|
111 | 111 | } |
112 | 112 | return $return; |
113 | 113 | } |
114 | 114 | |
115 | 115 | protected function &doPlayerDamageToPlanet(array &$return, AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, $delayed) { |
116 | - $return['WeaponDamage'] =& $this->getModifiedDamageAgainstPlanet($weaponPlayer,$planet); |
|
117 | - $return['ActualDamage'] =& $planet->doWeaponDamage($return['WeaponDamage'],$delayed); |
|
118 | - if($return['ActualDamage']['KillingShot']) { |
|
119 | - $return['KillResults'] =& $planet->killPlanetByPlayer($weaponPlayer); |
|
116 | + $return['WeaponDamage'] = & $this->getModifiedDamageAgainstPlanet($weaponPlayer, $planet); |
|
117 | + $return['ActualDamage'] = & $planet->doWeaponDamage($return['WeaponDamage'], $delayed); |
|
118 | + if ($return['ActualDamage']['KillingShot']) { |
|
119 | + $return['KillResults'] = & $planet->killPlanetByPlayer($weaponPlayer); |
|
120 | 120 | } |
121 | 121 | return $return; |
122 | 122 | } |
123 | 123 | |
124 | 124 | protected function &doPortDamageToPlayer(array &$return, SmrPort $port, AbstractSmrPlayer $targetPlayer) { |
125 | - $return['WeaponDamage'] =& $this->getModifiedPortDamageAgainstPlayer($port,$targetPlayer); |
|
126 | - $return['ActualDamage'] =& $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
125 | + $return['WeaponDamage'] = & $this->getModifiedPortDamageAgainstPlayer($port, $targetPlayer); |
|
126 | + $return['ActualDamage'] = & $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
127 | 127 | |
128 | - if($return['ActualDamage']['KillingShot']) { |
|
129 | - $return['KillResults'] =& $targetPlayer->killPlayerByPort($port); |
|
128 | + if ($return['ActualDamage']['KillingShot']) { |
|
129 | + $return['KillResults'] = & $targetPlayer->killPlayerByPort($port); |
|
130 | 130 | } |
131 | 131 | return $return; |
132 | 132 | } |
133 | 133 | |
134 | 134 | protected function &doPlanetDamageToPlayer(array &$return, SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) { |
135 | - $return['WeaponDamage'] =& $this->getModifiedPlanetDamageAgainstPlayer($planet,$targetPlayer); |
|
136 | - $return['ActualDamage'] =& $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
135 | + $return['WeaponDamage'] = & $this->getModifiedPlanetDamageAgainstPlayer($planet, $targetPlayer); |
|
136 | + $return['ActualDamage'] = & $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
137 | 137 | |
138 | - if($return['ActualDamage']['KillingShot']) { |
|
139 | - $return['KillResults'] =& $targetPlayer->killPlayerByPlanet($planet); |
|
138 | + if ($return['ActualDamage']['KillingShot']) { |
|
139 | + $return['KillResults'] = & $targetPlayer->killPlayerByPlanet($planet); |
|
140 | 140 | } |
141 | 141 | return $return; |
142 | 142 | } |
143 | 143 | |
144 | 144 | protected function &doForceDamageToPlayer(array &$return, SmrForce $forces, AbstractSmrPlayer $targetPlayer) { |
145 | - $return['WeaponDamage'] =& $this->getModifiedForceDamageAgainstPlayer($forces,$targetPlayer); |
|
146 | - $return['ActualDamage'] =& $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
145 | + $return['WeaponDamage'] = & $this->getModifiedForceDamageAgainstPlayer($forces, $targetPlayer); |
|
146 | + $return['ActualDamage'] = & $targetPlayer->getShip()->doWeaponDamage($return['WeaponDamage']); |
|
147 | 147 | |
148 | - if($return['ActualDamage']['KillingShot']) { |
|
149 | - $return['KillResults'] =& $targetPlayer->killPlayerByForces($forces); |
|
148 | + if ($return['ActualDamage']['KillingShot']) { |
|
149 | + $return['KillResults'] = & $targetPlayer->killPlayerByForces($forces); |
|
150 | 150 | } |
151 | 151 | return $return; |
152 | 152 | } |
@@ -929,8 +929,8 @@ discard block |
||
929 | 929 | } |
930 | 930 | self::$HOFVis[$hofType] = $visibility; |
931 | 931 | |
932 | - $hof =& $this->HOF; |
|
933 | - $hofChanged =& $this->hasHOFChanged; |
|
932 | + $hof = & $this->HOF; |
|
933 | + $hofChanged = & $this->hasHOFChanged; |
|
934 | 934 | $new = false; |
935 | 935 | foreach ($typeList as $type) { |
936 | 936 | if (!isset($hofChanged[$type])) { |
@@ -940,8 +940,8 @@ discard block |
||
940 | 940 | $hof[$type] = array(); |
941 | 941 | $new = true; |
942 | 942 | } |
943 | - $hof =& $hof[$type]; |
|
944 | - $hofChanged =& $hofChanged[$type]; |
|
943 | + $hof = & $hof[$type]; |
|
944 | + $hofChanged = & $hofChanged[$type]; |
|
945 | 945 | } |
946 | 946 | if ($hofChanged == null) { |
947 | 947 | $hofChanged = self::HOF_CHANGED; |
@@ -1097,7 +1097,7 @@ discard block |
||
1097 | 1097 | } |
1098 | 1098 | |
1099 | 1099 | private function setupMissionStep($missionID) { |
1100 | - $mission =& $this->missions[$missionID]; |
|
1100 | + $mission = & $this->missions[$missionID]; |
|
1101 | 1101 | if ($mission['On Step'] >= count(MISSIONS[$missionID]['Steps'])) { |
1102 | 1102 | // Nothing to do if this mission is already completed |
1103 | 1103 | return; |
@@ -1142,7 +1142,7 @@ discard block |
||
1142 | 1142 | 'Starting Sector' => $this->getSectorID() |
1143 | 1143 | ); |
1144 | 1144 | |
1145 | - $this->missions[$missionID] =& $mission; |
|
1145 | + $this->missions[$missionID] = & $mission; |
|
1146 | 1146 | $this->setupMissionStep($missionID); |
1147 | 1147 | $this->rebuildMission($missionID); |
1148 | 1148 | |
@@ -1201,7 +1201,7 @@ discard block |
||
1201 | 1201 | |
1202 | 1202 | public function claimMissionReward($missionID) { |
1203 | 1203 | $this->getMissions(); |
1204 | - $mission =& $this->missions[$missionID]; |
|
1204 | + $mission = & $this->missions[$missionID]; |
|
1205 | 1205 | if ($mission === false) { |
1206 | 1206 | throw new Exception('Unknown mission: ' . $missionID); |
1207 | 1207 | } |
@@ -363,26 +363,26 @@ |
||
363 | 363 | } |
364 | 364 | |
365 | 365 | public function isNPC() { |
366 | - if(!isset($this->npc)) { |
|
367 | - $this->db->query('SELECT login FROM npc_logins WHERE login = '.$this->db->escapeString($this->getLogin()).' LIMIT 1;'); |
|
366 | + if (!isset($this->npc)) { |
|
367 | + $this->db->query('SELECT login FROM npc_logins WHERE login = ' . $this->db->escapeString($this->getLogin()) . ' LIMIT 1;'); |
|
368 | 368 | $this->npc = $this->db->nextRecord(); |
369 | 369 | } |
370 | 370 | return $this->npc; |
371 | 371 | } |
372 | 372 | |
373 | 373 | protected function getHOFData() { |
374 | - if(!isset($this->HOF)) { |
|
374 | + if (!isset($this->HOF)) { |
|
375 | 375 | //Get Player HOF |
376 | 376 | $this->db->query('SELECT type,sum(amount) as amount FROM player_hof WHERE ' . $this->SQL . ' AND game_id IN (SELECT game_id FROM game WHERE ignore_stats = \'FALSE\') GROUP BY type'); |
377 | 377 | $this->HOF = array(); |
378 | - while($this->db->nextRecord()) { |
|
379 | - $hof =& $this->HOF; |
|
380 | - $typeList = explode(':',$this->db->getField('type')); |
|
381 | - foreach($typeList as $type) { |
|
382 | - if(!isset($hof[$type])) { |
|
378 | + while ($this->db->nextRecord()) { |
|
379 | + $hof = & $this->HOF; |
|
380 | + $typeList = explode(':', $this->db->getField('type')); |
|
381 | + foreach ($typeList as $type) { |
|
382 | + if (!isset($hof[$type])) { |
|
383 | 383 | $hof[$type] = array(); |
384 | 384 | } |
385 | - $hof =& $hof[$type]; |
|
385 | + $hof = & $hof[$type]; |
|
386 | 386 | } |
387 | 387 | $hof = $this->db->getFloat('amount'); |
388 | 388 | } |
@@ -132,7 +132,7 @@ discard block |
||
132 | 132 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
133 | 133 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
134 | 134 | } |
135 | - $damage =& $this->getModifiedDamage(); |
|
135 | + $damage = & $this->getModifiedDamage(); |
|
136 | 136 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces) / 100); |
137 | 137 | $damage['Kamikaze'] = 0; |
138 | 138 | if ($weaponPlayer->isCombatDronesKamikazeOnMines()) { // If kamikaze then damage is same as MINE_ARMOUR |
@@ -156,7 +156,7 @@ discard block |
||
156 | 156 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
157 | 157 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
158 | 158 | } |
159 | - $damage =& $this->getModifiedDamage(); |
|
159 | + $damage = & $this->getModifiedDamage(); |
|
160 | 160 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port) / 100); |
161 | 161 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
162 | 162 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
@@ -170,7 +170,7 @@ discard block |
||
170 | 170 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
171 | 171 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
172 | 172 | } |
173 | - $damage =& $this->getModifiedDamage(); |
|
173 | + $damage = & $this->getModifiedDamage(); |
|
174 | 174 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet) / 100); |
175 | 175 | $planetMod = self::PLANET_DAMAGE_MOD; |
176 | 176 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage'] * $planetMod); |
@@ -185,7 +185,7 @@ discard block |
||
185 | 185 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
186 | 186 | return $return; |
187 | 187 | } |
188 | - $damage =& $this->getModifiedDamage(); |
|
188 | + $damage = & $this->getModifiedDamage(); |
|
189 | 189 | if ($targetPlayer->getShip()->hasDCS()) { |
190 | 190 | $damage['MaxDamage'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
191 | 191 | $damage['Shield'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
@@ -203,7 +203,7 @@ discard block |
||
203 | 203 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
204 | 204 | return $return; |
205 | 205 | } |
206 | - $damage =& $this->getModifiedDamage(); |
|
206 | + $damage = & $this->getModifiedDamage(); |
|
207 | 207 | |
208 | 208 | if ($targetPlayer->getShip()->hasDCS()) { |
209 | 209 | $damage['MaxDamage'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
@@ -223,7 +223,7 @@ discard block |
||
223 | 223 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
224 | 224 | return $return; |
225 | 225 | } |
226 | - $damage =& $this->getModifiedDamage(); |
|
226 | + $damage = & $this->getModifiedDamage(); |
|
227 | 227 | |
228 | 228 | if ($targetPlayer->getShip()->hasDCS()) { |
229 | 229 | $damage['MaxDamage'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
@@ -242,7 +242,7 @@ discard block |
||
242 | 242 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
243 | 243 | return $return; |
244 | 244 | } |
245 | - $damage =& $this->getModifiedDamage(); |
|
245 | + $damage = & $this->getModifiedDamage(); |
|
246 | 246 | |
247 | 247 | if ($targetPlayer->getShip()->hasDCS()) { |
248 | 248 | $damage['MaxDamage'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
@@ -119,7 +119,7 @@ discard block |
||
119 | 119 | } |
120 | 120 | |
121 | 121 | try { |
122 | - $TRADE_ROUTE =& $GLOBALS['TRADE_ROUTE']; |
|
122 | + $TRADE_ROUTE = & $GLOBALS['TRADE_ROUTE']; |
|
123 | 123 | debug('Action #' . $actions); |
124 | 124 | |
125 | 125 | //We have to reload player on each loop |
@@ -138,14 +138,14 @@ discard block |
||
138 | 138 | } |
139 | 139 | |
140 | 140 | if (!isset($TRADE_ROUTE)) { //We only want to change trade route if there isn't already one set. |
141 | - $TRADE_ROUTES =& findRoutes($player); |
|
142 | - $TRADE_ROUTE =& changeRoute($TRADE_ROUTES); |
|
141 | + $TRADE_ROUTES = & findRoutes($player); |
|
142 | + $TRADE_ROUTE = & changeRoute($TRADE_ROUTES); |
|
143 | 143 | } |
144 | 144 | |
145 | 145 | if ($player->isDead()) { |
146 | 146 | debug('Some evil person killed us, let\'s move on now.'); |
147 | 147 | $previousContainer = null; //We died, we don't care what we were doing beforehand. |
148 | - $TRADE_ROUTE =& changeRoute($TRADE_ROUTES); //Change route |
|
148 | + $TRADE_ROUTE = & changeRoute($TRADE_ROUTES); //Change route |
|
149 | 149 | processContainer(create_container('death_processing.php')); |
150 | 150 | } |
151 | 151 | if ($player->getNewbieTurns() <= NEWBIE_TURNS_WARNING_LIMIT && $player->getNewbieWarning()) { |
@@ -227,7 +227,7 @@ discard block |
||
227 | 227 | processContainer(tradeGoods($goodID, $player, $port)); |
228 | 228 | } else { |
229 | 229 | //Move to next route or fed. |
230 | - if (($TRADE_ROUTE =& changeRoute($TRADE_ROUTES)) === false) { |
|
230 | + if (($TRADE_ROUTE = & changeRoute($TRADE_ROUTES)) === false) { |
|
231 | 231 | debug('Changing Route Failed'); |
232 | 232 | processContainer(plotToFed($player)); |
233 | 233 | } else { |
@@ -254,7 +254,7 @@ discard block |
||
254 | 254 | processContainer(tradeGoods($goodID, $player, $port)); |
255 | 255 | } else { |
256 | 256 | //Move to next route or fed. |
257 | - if (($TRADE_ROUTE =& changeRoute($TRADE_ROUTES)) === false) { |
|
257 | + if (($TRADE_ROUTE = & changeRoute($TRADE_ROUTES)) === false) { |
|
258 | 258 | debug('Changing Route Failed'); |
259 | 259 | processContainer(plotToFed($player)); |
260 | 260 | } else { |
@@ -586,9 +586,9 @@ discard block |
||
586 | 586 | return $false; |
587 | 587 | } |
588 | 588 | $routeKey = array_rand($tradeRoutes); |
589 | - $tradeRoute =& $tradeRoutes[$routeKey]; |
|
589 | + $tradeRoute = & $tradeRoutes[$routeKey]; |
|
590 | 590 | unset($tradeRoutes[$routeKey]); |
591 | - $GLOBALS['TRADE_ROUTE'] =& $tradeRoute; |
|
591 | + $GLOBALS['TRADE_ROUTE'] = & $tradeRoute; |
|
592 | 592 | debug('Switched route', $tradeRoute); |
593 | 593 | return $tradeRoute; |
594 | 594 | } |
@@ -197,7 +197,7 @@ discard block |
||
197 | 197 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
198 | 198 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
199 | 199 | } |
200 | - $damage =& $this->getModifiedDamage(); |
|
200 | + $damage = & $this->getModifiedDamage(); |
|
201 | 201 | return $damage; |
202 | 202 | } |
203 | 203 | |
@@ -206,7 +206,7 @@ discard block |
||
206 | 206 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
207 | 207 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
208 | 208 | } |
209 | - $damage =& $this->getModifiedDamage(); |
|
209 | + $damage = & $this->getModifiedDamage(); |
|
210 | 210 | return $damage; |
211 | 211 | } |
212 | 212 | |
@@ -215,7 +215,7 @@ discard block |
||
215 | 215 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
216 | 216 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
217 | 217 | } |
218 | - $damage =& $this->getModifiedDamage(); |
|
218 | + $damage = & $this->getModifiedDamage(); |
|
219 | 219 | |
220 | 220 | $planetMod = self::PLANET_DAMAGE_MOD; |
221 | 221 | $damage['MaxDamage'] = ICeil($damage['MaxDamage'] * $planetMod); |
@@ -235,7 +235,7 @@ discard block |
||
235 | 235 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
236 | 236 | return $return; |
237 | 237 | } |
238 | - $damage =& $this->getModifiedDamage(); |
|
238 | + $damage = & $this->getModifiedDamage(); |
|
239 | 239 | return $damage; |
240 | 240 | } |
241 | 241 |