-
-/*
- for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
- {
- cerr << s_Units[(*i).first].Name() << "\t\t"
- << s_Units[(*i).first].race() <<"\t"
- << s_Units[(*i).first].unitClass() << "\t"
- << s_Units[(*i).first].target(0) << "\t"
- << s_Units[(*i).first].target(1) << "\t"
- << s_Units[(*i).first].target(2) << "\t"
- << s_Units[(*i).first].initiative() << "\t"
- << s_Units[(*i).first].agility() << "\t"
- << s_Units[(*i).first].weaponSpeed() << "\t"
- << s_Units[(*i).first].guns() << "\t"
- << s_Units[(*i).first].power() << "\t"
- << s_Units[(*i).first].armor() << "\t"
- << s_Units[(*i).first].EMP() << "\t"
- << s_Units[(*i).first].totRes() << "\t"
- << s_Units[(*i).first].fuel() << "\t"
- << s_Units[(*i).first].ETA() << "\t"
- << s_Units[(*i).first].type() << endl;
- }
-*/
+
+ /*
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
+ {
+ cerr << s_Units[(*i).first].Name() << "\t\t"
+ << s_Units[(*i).first].race() <<"\t"
+ << s_Units[(*i).first].unitClass() << "\t"
+ << s_Units[(*i).first].target(0) << "\t"
+ << s_Units[(*i).first].target(1) << "\t"
+ << s_Units[(*i).first].target(2) << "\t"
+ << s_Units[(*i).first].initiative() << "\t"
+ << s_Units[(*i).first].agility() << "\t"
+ << s_Units[(*i).first].weaponSpeed() << "\t"
+ << s_Units[(*i).first].guns() << "\t"
+ << s_Units[(*i).first].power() << "\t"
+ << s_Units[(*i).first].armor() << "\t"
+ << s_Units[(*i).first].EMP() << "\t"
+ << s_Units[(*i).first].totRes() << "\t"
+ << s_Units[(*i).first].fuel() << "\t"
+ << s_Units[(*i).first].ETA() << "\t"
+ << s_Units[(*i).first].type() << endl;
+ }
+ */