diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index fe1f109df..aaf60b765 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -2448,7 +2448,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) INT8 bActionReturned; INT32 iDummy; INT32 iChance; - INT32 sClosestOpponent = NOWHERE, sClosestFriend = NOWHERE; INT32 sClosestDisturbance = NOWHERE, sCheckGridNo; INT32 sDistVisible; UINT8 ubCanMove,ubOpponentDir; @@ -2499,7 +2498,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) } // sevenfm: find closest opponent - sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel); + INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel); DebugAI(AI_MSG_INFO, pSoldier, String("sClosestOpponent %d", sClosestOpponent)); if (!SightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE)) @@ -4282,7 +4281,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) #ifdef AI_TIMING_TESTS uiStartTime = GetJA2Clock(); #endif - sClosestFriend = ClosestReachableFriendInTrouble(pSoldier, &fClimb ); + INT32 sClosestFriend = ClosestReachableFriendInTrouble(pSoldier, &fClimb ); #ifdef AI_TIMING_TESTS uiEndTime = GetJA2Clock(); @@ -4897,9 +4896,9 @@ BOOLEAN SoldierCondFalse(SOLDIERTYPE *pSoldier) { return FALSE; } INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) { INT32 iCoverPercentBetter, iOffense, iDefense, iChance; - INT32 sClosestOpponent = NOWHERE,sBestCover = NOWHERE;//dnl ch58 160813 - INT32 sClosestDisturbance; -INT16 ubMinAPCost; + INT32 sBestCover = NOWHERE;//dnl ch58 160813 + INT32 sClosestDisturbance; + INT16 ubMinAPCost; INT8 bDirection; UINT8 ubBestAttackAction = AI_ACTION_NONE; INT8 bCanAttack,bActionReturned; @@ -4917,15 +4916,15 @@ INT16 ubMinAPCost; BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) ); INT16 ubBurstAPs; UINT8 ubOpponentDir; - INT32 sCheckGridNo; + INT32 sCheckGridNo; BOOLEAN fAllowCoverCheck = FALSE; DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack"); - INT32 sOpponentGridNo; - INT8 bOpponentLevel; - sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel); + INT32 sOpponentGridNo; + INT8 bOpponentLevel; + INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel); DebugAI(AI_MSG_INFO, pSoldier, String("sClosestOpponent %d", sClosestOpponent)); // sevenfm: disable stealth mode