Set functions static

This commit is contained in:
Asdow
2025-12-03 23:52:05 +02:00
parent 032ac8e566
commit 3ee22bdb31
+19 -19
View File
@@ -767,7 +767,7 @@ void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
fMapPanelDirty = TRUE;
}
BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
static BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
{
AssertNotNIL(pSoldier);
// global conditions restricting all assignment changes
@@ -1350,7 +1350,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
return( FALSE );
}
BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
static BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2433,7 +2433,7 @@ BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier )
return( TRUE );
}
BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2818,7 +2818,7 @@ BOOLEAN CanCharacterSnitch( SOLDIERTYPE *pSoldier )
return( FALSE );
}
BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2849,7 +2849,7 @@ BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
return( TRUE );
}
BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2880,7 +2880,7 @@ BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
return( TRUE );
}
BOOLEAN CanCharacterSnitchInPrison( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterSnitchInPrison( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -3158,7 +3158,7 @@ UINT8 GetNumberThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLE
return( ubNumberOfPeople );
}
SOLDIERTYPE* GetPatientThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
static SOLDIERTYPE* GetPatientThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
{
int cnt;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
@@ -3579,7 +3579,7 @@ UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier )
return( usValue );
}
UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
static UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
{
// this is an assignment
UINT32 usValue = 0;
@@ -3615,7 +3615,7 @@ UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
return( usValue );
}
UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
static UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT32 prisonguardvalue = 0;
@@ -3636,7 +3636,7 @@ UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
return( prisonguardvalue );
}
UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
static UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT32 prisonguardvalue = 0;
@@ -3657,7 +3657,7 @@ UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ
return( prisonguardvalue );
}
UINT32 CalculateAllGuardsNumberInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
static UINT32 CalculateAllGuardsNumberInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT8 numprisonguards = 0;
@@ -3832,7 +3832,7 @@ INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier)
}
// anv: handle prisoners exposing snitch as a snitch
BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
static BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
{
UINT32 uiSuspicion = 0;
UINT32 uiCoverQuality = 0;
@@ -5090,7 +5090,7 @@ OBJECTTYPE* FindRepairableItemInSpecificPocket(SOLDIERTYPE * pSoldier, OBJECTTYP
}
// Flugente: changed this function so that it repairs items up to a variable threshold instead of always 100%. This will only happen if the option gGameExternalOptions.fAdvRepairSystem is used
void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, INT16 sThreshold, UINT8 * pubRepairPtsLeft )
static void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, INT16 sThreshold, UINT8 * pubRepairPtsLeft )
{
INT16 sRepairCostAdj;
UINT16 usDamagePts, usPtsFixed;
@@ -6814,7 +6814,7 @@ struct admintmpstruct
FLOAT percentage;
};
UINT16 GetNumberofAdministratableMercs( INT16 sX, INT16 sY )
static UINT16 GetNumberofAdministratableMercs( INT16 sX, INT16 sY )
{
UINT16 num = 0;
UINT8 townid_origin = GetTownIdForSector( sX, sY );
@@ -7927,7 +7927,7 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
return ( FALSE );
}
void Interrogateprisoner(UINT8 aPrisonerType, FLOAT aChanceModifier, INT8& arMilitiaType, UINT32& arRansom, FLOAT& arIntel )
static void Interrogateprisoner(UINT8 aPrisonerType, FLOAT aChanceModifier, INT8& arMilitiaType, UINT32& arRansom, FLOAT& arIntel )
{
arMilitiaType = -1;
@@ -11454,7 +11454,7 @@ void ClearScreenMaskForMapScreenExit( void )
CreateDestroyMouseRegionsForPrisonerMenu( );
}
void CreateDestroyMouseRegions( void )
static void CreateDestroyMouseRegions( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
@@ -12671,7 +12671,7 @@ void RemoveMercMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
}
void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
static void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
{
// This function will setup the quote, then start dialogue beginning the actual leave sequence
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
@@ -12774,7 +12774,7 @@ void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
}
void MercDismissConfirmCallBack( UINT8 bExitValue )
static void MercDismissConfirmCallBack( UINT8 bExitValue )
{
if ( bExitValue == MSG_BOX_RETURN_YES )
{
@@ -21371,7 +21371,7 @@ void PayFacilityCostsYesNoBoxCallback( UINT8 bExitValue )
}
// HEADROCK HAM 3.6: Callback on agreeing to pay off facility debts before you can assign another character to facility work.
void PayFacilityDebtManuallyYesNoBoxCallback( UINT8 bExitValue )
static void PayFacilityDebtManuallyYesNoBoxCallback( UINT8 bExitValue )
{
// This callback should only be called if the player can pay off the ENTIRE debt!!
Assert( LaptopSaveInfo.iCurrentBalance >= giTotalOwedForFacilityOperationsToday );