From 3ee22bdb31ba9940c806e41e5a755a9ea5ecb28f Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Wed, 3 Dec 2025 22:51:55 +0200 Subject: [PATCH] Set functions static --- Strategic/Assignments.cpp | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 2dd002ca..de89ae79 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -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 );