game.state.cx[game.state.remcom] = 0;
game.state.cy[game.state.remcom] = 0;
game.state.remcom--;
- game.future[FTBEAM] = FOREVER;
+ unschedule(FTBEAM);
if (game.state.remcom != 0)
- game.future[FTBEAM] = game.state.date + expran(1.0*game.incom/game.state.remcom);
+ schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom));
break;
case IHK:
game.state.remkl--;
case IHS:
game.state.nscrem--;
game.ishere = game.state.isx = game.state.isy = game.isatb = game.iscate = 0;
- game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
+ unschedule(FSCMOVE);
+ unschedule(FSCDBAS);
break;
}
}
game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
/* Remove enemy ship from arrays describing local game.conditions */
- if (game.future[FCDBAS] < FOREVER && game.batx==game.quadx && game.baty==game.quady && type==IHC)
- game.future[FCDBAS] = FOREVER;
+ if (is_scheduled(FCDBAS) && game.batx==game.quadx && game.baty==game.quady && type==IHC)
+ unschedule(FCDBAS);
for_local_enemies(i)
if (game.kx[i]==ix && game.ky[i]==iy) break;
game.nenhere--;