Declare compatible functions static

This commit is contained in:
Asdow
2025-11-19 21:11:19 +02:00
parent 6799d68b3c
commit 03e4898061
+28 -28
View File
@@ -443,7 +443,7 @@ INT32 GetFreeMercSlot()
}
// WTF?
void RecountMercSlots( )
static void RecountMercSlots( )
{
INT32 iCount;
if ( guiNumMercSlots > 0 )
@@ -488,7 +488,7 @@ BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier )
return( FALSE );
}
INT32 GetFreeAwaySlot( )
static INT32 GetFreeAwaySlot( )
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumAwaySlots; uiCount++)
@@ -501,7 +501,7 @@ INT32 GetFreeAwaySlot( )
return(-1);
}
void RecountAwaySlots( )
static void RecountAwaySlots( )
{
INT32 iCount;
if ( guiNumAwaySlots > 0 )
@@ -832,7 +832,7 @@ BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, SoldierID usSoldierIndex )
}
BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot )
static BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot )
{
UINT32 cnt;
@@ -2009,7 +2009,7 @@ BOOLEAN ExecuteOverhead( )
return( TRUE );
}
void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
static void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
{
HaltMoveForSoldierOutOfPoints( pSoldier );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
@@ -2026,7 +2026,7 @@ void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
UnSetEngagedInConvFromPCAction( pSoldier );
}
void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
static void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
{
// Our guys if option set,
if ( pSoldier->bTeam == gbPlayerNum )
@@ -2654,7 +2654,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
return( TRUE );
}
void HandleMaryArrival( SOLDIERTYPE * pSoldier )
static void HandleMaryArrival( SOLDIERTYPE * pSoldier )
{
INT32 sDist;
@@ -2692,7 +2692,7 @@ void HandleMaryArrival( SOLDIERTYPE * pSoldier )
}
void HandleJohnArrival( SOLDIERTYPE * pSoldier )
static void HandleJohnArrival( SOLDIERTYPE * pSoldier )
{
SOLDIERTYPE * pSoldier2 = NULL;
INT32 sDist;
@@ -4689,7 +4689,7 @@ void CivilianGroupChangesSides( UINT8 ubCivilianGroup )
*/
}
void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
static void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
{
SOLDIERTYPE *pSoldier;
@@ -5176,7 +5176,7 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
}
// NB if making changes don't forget to update NewOKDestination
INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
static INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
{
SoldierID bPerson;
STRUCTURE *pStructure;
@@ -6719,7 +6719,7 @@ void SetEnemyPresence()
extern SoldierID gfLastMercTalkedAboutKillingID;
BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier )
static BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier )
{
SOLDIERTYPE *pSoldier;
INT32 cnt;
@@ -6799,7 +6799,7 @@ BOOLEAN NobodyAlerted( )
}
BOOLEAN WeSawSomeoneThisTurn( )
static BOOLEAN WeSawSomeoneThisTurn( )
{
UINT32 uiLoop, uiLoop2;
SOLDIERTYPE * pSoldier;
@@ -6825,7 +6825,7 @@ BOOLEAN WeSawSomeoneThisTurn( )
}
void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
static void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
{
// WDS - make number of mercenaries, etc. be configurable
SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {};
@@ -7043,7 +7043,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
}
void DeathNoMessageTimerCallback( )
static void DeathNoMessageTimerCallback( )
{
//CheckAndHandleUnloadingOfCurrentWorld();
if(!is_client)
@@ -7067,7 +7067,7 @@ void DeathNoMessageTimerCallback( )
}
// get a vector of all player-controlled sectors with prison facilities. It is assumed that a sector has max. one of these
BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
static BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
{
arSectorIDVector.clear();
@@ -7113,7 +7113,7 @@ extern void DoInterrogation( INT16 sMapX, INT16 sMapY, FLOAT aChanceModifier, IN
// we cannot simply move all prisoners of a sector. It might be a prison we are already using, so we would move all inmates, not just the new ones
INT16 gsNumPrisoner[PRISONER_MAX] = {0};
void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
static void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
{
if ( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() < 0 )
{
@@ -7160,7 +7160,7 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
CHAR16 gPrisonSectorNamesStr[256][128];
void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
static void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
SOLDIERTYPE* pTeamSoldier;
INT32 cnt = 0;
@@ -7341,7 +7341,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// Flugente: for campaign stats, we want to know how many people were wounded.
// Each time we are wounded, we set a 'wounded'-flag
// Once combat ends, we count all these flags and remove them
void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
static void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
SOLDIERTYPE *pSoldier;
INT32 cnt = 0;
@@ -7366,7 +7366,7 @@ void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
}
}
void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
static void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
if ( !bMapZ ) // Battle ended Above-ground
{
@@ -8575,7 +8575,7 @@ BOOLEAN KillIncompacitatedEnemyInSector( )
BOOLEAN AttackOnGroupWitnessed( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget )
static BOOLEAN AttackOnGroupWitnessed( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget )
{
UINT32 uiSlot;
SOLDIERTYPE * pGroupMember;
@@ -8731,7 +8731,7 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel);
void HandleSuppressionFire( SoldierID ubTargetedMerc, SoldierID ubCausedAttacker )
static void HandleSuppressionFire( SoldierID ubTargetedMerc, SoldierID ubCausedAttacker )
{
///////////////////////////////////////////////////////////////////////////////
//
@@ -9504,7 +9504,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
return( fEnterCombat );
}
SOLDIERTYPE *InternalReduceAttackBusyCount( )
static SOLDIERTYPE *InternalReduceAttackBusyCount( )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
@@ -10163,7 +10163,7 @@ void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSele
}
void DoneFadeOutDueToDeath( )
static void DoneFadeOutDueToDeath( )
{
// Quit game....
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
@@ -10237,7 +10237,7 @@ void InitializeTacticalStatusAtBattleStart( )
}
void DoneFadeOutDemoCreatureLevel( )
static void DoneFadeOutDemoCreatureLevel( )
{
// OK, insertion data found, enter sector!
SetCurrentWorldSector( 1, 16, 0 );
@@ -10246,7 +10246,7 @@ void DoneFadeOutDemoCreatureLevel( )
}
void DemoEndOKCallback( INT8 bExitCode )
static void DemoEndOKCallback( INT8 bExitCode )
{
}
@@ -10836,7 +10836,7 @@ void HandleDisplayingOfPlayerLostDialogue( )
static SoldierID prisonerdialoguetargetID = NOBODY;
void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue )
static void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue )
{
// check ubExitValue to see whether we actually want to go through (2)
if ( ubExitValue != 2
@@ -10969,7 +10969,7 @@ void HandleTurncoatAttempt( SOLDIERTYPE* pSoldier )
}
}
void EscapeTimerCallback()
static void EscapeTimerCallback()
{
const bool chanceToEscape = Chance(75);
bool escaped = false;
@@ -11072,7 +11072,7 @@ void AttemptToCapturePlayerSoldiers()
#endif
}
void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
static void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
{
SOLDIERTYPE *pSoldier = NULL;
BOOLEAN success = FALSE;