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Fix UB compilation
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@@ -5484,7 +5484,7 @@ BOOLEAN IsMineEntranceInSectorI13AtThisGridNo( UINT32 sGridNo )
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void HaveBiggensDetonatingExplosivesByTheMine()
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{
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SOLDIERTYPE *pSoldier = NULL;
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UINT8 ubID=NOBODY;
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SoldierID ubID = NOBODY;
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pSoldier = FindSoldierByProfileID( BIGGENS_UB , FALSE ); //BIGGENS
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if( pSoldier != NULL )
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@@ -5638,7 +5638,7 @@ void HandleRaulBlowingHimselfUp()
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usItem = HAND_GRENADE;
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
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IgniteExplosion( RAUL_UB, sX, sY, 0, pSoldier->sGridNo, usItem, pSoldier->pathing.bLevel );
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IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, usItem, pSoldier->pathing.bLevel );
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SetJa25GeneralFlag( JA_GF__RAUL_BLOW_HIMSELF_UP );
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}
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@@ -4338,7 +4338,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_EXPLODE_DOOR], APBPConstants[BP_EXPLODE_DOOR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_EXPLODE );
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}
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@@ -4397,7 +4397,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_CROWBAR );
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}
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@@ -544,7 +544,7 @@ SoldierID RandomSoldierIdFromNewMercsOnPlayerTeam()
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}
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}
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UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray )
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UINT8 RandomArrayOfQualifiedMercs( SoldierID *pRandomSoldierIdArray )
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{
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UINT8 usNumMercsPresent;
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SoldierID SoldierIdArray[NUM_MERCS_WITH_NEW_QUOTES];
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@@ -586,9 +586,9 @@ UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray )
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UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 )
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{
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UINT8 usNumMercs;
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UINT8 RandomSoldierIdArray[ NUM_MERCS_WITH_NEW_QUOTES ];
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UINT8 ubNumberDifMercsAssigned=0;
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UINT8 usNumMercs;
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SoldierID RandomSoldierIdArray[ NUM_MERCS_WITH_NEW_QUOTES ];
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UINT8 ubNumberDifMercsAssigned=0;
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usNumMercs = RandomArrayOfQualifiedMercs( RandomSoldierIdArray );
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@@ -47,7 +47,7 @@ BOOLEAN SayQuoteFromAllNewHiredMercButDoGastonLast( UINT8 ubProfile, UINT32 uiQu
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//Pass in an array of size NUM_MERCS_WITH_NEW_QUOTES, array will be filled with
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//random soldier IDs of the qualified mercs
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UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray );
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UINT8 RandomArrayOfQualifiedMercs( SoldierID *pRandomSoldierIdArray );
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extern UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 );
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@@ -393,13 +393,13 @@ typedef struct SoldierID
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if ( i > TOTAL_SOLDIERS )
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i = TOTAL_SOLDIERS;
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}
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SoldierID ( const UINT32 val ) : i ( val )
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SoldierID( const UINT32 val ) : i( val )
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{
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// Limit the maximum value to TOTAL_SOLDIERS. Anything beyond that is invalid
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if ( i > TOTAL_SOLDIERS )
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i = TOTAL_SOLDIERS;
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}
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SoldierID ( const INT32 val ) : i ( val )
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constexpr SoldierID( const INT32 val ) : i( val )
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{
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// Limit the maximum value to TOTAL_SOLDIERS. Anything beyond that is invalid
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if ( i > TOTAL_SOLDIERS )
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@@ -407,8 +407,8 @@ typedef struct SoldierID
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}
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// No conversions from 8-bit integers!
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SoldierID ( const UINT8 ) = delete;
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SoldierID ( const INT8 ) = delete;
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SoldierID( const UINT8 ) = delete;
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SoldierID( const INT8 ) = delete;
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SOLDIERTYPE* operator->() { return MercPtrs[i]; }
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@@ -488,5 +488,5 @@ inline SoldierID operator++(SoldierID lhs)
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}
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//TODO: Change this to constexpr after SoldierID is ready and the user defined constructor from uint16 is not needed anymore.
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inline const SoldierID NOBODY{ TOTAL_SOLDIERS };
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inline constexpr SoldierID NOBODY{ TOTAL_SOLDIERS };
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#endif
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