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? // WTF?
void RecountMercSlots( ) static void RecountMercSlots( )
{ {
INT32 iCount; INT32 iCount;
if ( guiNumMercSlots > 0 ) if ( guiNumMercSlots > 0 )
@@ -488,7 +488,7 @@ BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier )
return( FALSE ); return( FALSE );
} }
INT32 GetFreeAwaySlot( ) static INT32 GetFreeAwaySlot( )
{ {
UINT32 uiCount; UINT32 uiCount;
for(uiCount=0; uiCount < guiNumAwaySlots; uiCount++) for(uiCount=0; uiCount < guiNumAwaySlots; uiCount++)
@@ -501,7 +501,7 @@ INT32 GetFreeAwaySlot( )
return(-1); return(-1);
} }
void RecountAwaySlots( ) static void RecountAwaySlots( )
{ {
INT32 iCount; INT32 iCount;
if ( guiNumAwaySlots > 0 ) if ( guiNumAwaySlots > 0 )
@@ -832,7 +832,7 @@ BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, SoldierID usSoldierIndex )
} }
BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot ) static BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot )
{ {
UINT32 cnt; UINT32 cnt;
@@ -2009,7 +2009,7 @@ BOOLEAN ExecuteOverhead( )
return( TRUE ); return( TRUE );
} }
void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier ) static void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
{ {
HaltMoveForSoldierOutOfPoints( pSoldier ); HaltMoveForSoldierOutOfPoints( pSoldier );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
@@ -2026,7 +2026,7 @@ void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
UnSetEngagedInConvFromPCAction( pSoldier ); UnSetEngagedInConvFromPCAction( pSoldier );
} }
void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier ) static void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
{ {
// Our guys if option set, // Our guys if option set,
if ( pSoldier->bTeam == gbPlayerNum ) if ( pSoldier->bTeam == gbPlayerNum )
@@ -2654,7 +2654,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
return( TRUE ); return( TRUE );
} }
void HandleMaryArrival( SOLDIERTYPE * pSoldier ) static void HandleMaryArrival( SOLDIERTYPE * pSoldier )
{ {
INT32 sDist; INT32 sDist;
@@ -2692,7 +2692,7 @@ void HandleMaryArrival( SOLDIERTYPE * pSoldier )
} }
void HandleJohnArrival( SOLDIERTYPE * pSoldier ) static void HandleJohnArrival( SOLDIERTYPE * pSoldier )
{ {
SOLDIERTYPE * pSoldier2 = NULL; SOLDIERTYPE * pSoldier2 = NULL;
INT32 sDist; 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; SOLDIERTYPE *pSoldier;
@@ -5176,7 +5176,7 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
} }
// NB if making changes don't forget to update NewOKDestination // 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; SoldierID bPerson;
STRUCTURE *pStructure; STRUCTURE *pStructure;
@@ -6719,7 +6719,7 @@ void SetEnemyPresence()
extern SoldierID gfLastMercTalkedAboutKillingID; extern SoldierID gfLastMercTalkedAboutKillingID;
BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier ) static BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier )
{ {
SOLDIERTYPE *pSoldier; SOLDIERTYPE *pSoldier;
INT32 cnt; INT32 cnt;
@@ -6799,7 +6799,7 @@ BOOLEAN NobodyAlerted( )
} }
BOOLEAN WeSawSomeoneThisTurn( ) static BOOLEAN WeSawSomeoneThisTurn( )
{ {
UINT32 uiLoop, uiLoop2; UINT32 uiLoop, uiLoop2;
SOLDIERTYPE * pSoldier; 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 // WDS - make number of mercenaries, etc. be configurable
SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {}; SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {};
@@ -7043,7 +7043,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
} }
void DeathNoMessageTimerCallback( ) static void DeathNoMessageTimerCallback( )
{ {
//CheckAndHandleUnloadingOfCurrentWorld(); //CheckAndHandleUnloadingOfCurrentWorld();
if(!is_client) 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 // 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(); 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 // 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}; INT16 gsNumPrisoner[PRISONER_MAX] = {0};
void PrisonerMessageBoxCallBack( UINT8 ubExitValue ) static void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
{ {
if ( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() < 0 ) if ( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() < 0 )
{ {
@@ -7160,7 +7160,7 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
CHAR16 gPrisonSectorNamesStr[256][128]; CHAR16 gPrisonSectorNamesStr[256][128];
void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) static void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{ {
SOLDIERTYPE* pTeamSoldier; SOLDIERTYPE* pTeamSoldier;
INT32 cnt = 0; 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. // Flugente: for campaign stats, we want to know how many people were wounded.
// Each time we are wounded, we set a 'wounded'-flag // Each time we are wounded, we set a 'wounded'-flag
// Once combat ends, we count all these flags and remove them // 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; SOLDIERTYPE *pSoldier;
INT32 cnt = 0; 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 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; UINT32 uiSlot;
SOLDIERTYPE * pGroupMember; SOLDIERTYPE * pGroupMember;
@@ -8731,7 +8731,7 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel); 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 ); return( fEnterCombat );
} }
SOLDIERTYPE *InternalReduceAttackBusyCount( ) static SOLDIERTYPE *InternalReduceAttackBusyCount( )
{ {
// Strange as this may seem, this function returns a pointer to // Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result // 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.... // Quit game....
InternalLeaveTacticalScreen( MAINMENU_SCREEN ); InternalLeaveTacticalScreen( MAINMENU_SCREEN );
@@ -10237,7 +10237,7 @@ void InitializeTacticalStatusAtBattleStart( )
} }
void DoneFadeOutDemoCreatureLevel( ) static void DoneFadeOutDemoCreatureLevel( )
{ {
// OK, insertion data found, enter sector! // OK, insertion data found, enter sector!
SetCurrentWorldSector( 1, 16, 0 ); 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; 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) // check ubExitValue to see whether we actually want to go through (2)
if ( ubExitValue != 2 if ( ubExitValue != 2
@@ -10969,7 +10969,7 @@ void HandleTurncoatAttempt( SOLDIERTYPE* pSoldier )
} }
} }
void EscapeTimerCallback() static void EscapeTimerCallback()
{ {
const bool chanceToEscape = Chance(75); const bool chanceToEscape = Chance(75);
bool escaped = false; bool escaped = false;
@@ -11072,7 +11072,7 @@ void AttemptToCapturePlayerSoldiers()
#endif #endif
} }
void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue ) static void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
{ {
SOLDIERTYPE *pSoldier = NULL; SOLDIERTYPE *pSoldier = NULL;
BOOLEAN success = FALSE; BOOLEAN success = FALSE;