From 03e4898061bf67652c158eb548c5114e7ebdd617 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Tue, 18 Nov 2025 19:22:32 +0200 Subject: [PATCH] Declare compatible functions static --- Tactical/Overhead.cpp | 56 +++++++++++++++++++++---------------------- 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 2c41a259..390ac1a6 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -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& arSectorIDVector ) +static BOOLEAN GetPlayerControlledPrisonList( std::vector& 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::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;