Fix UB compilation

This commit is contained in:
Asdow
2024-11-18 23:58:04 +02:00
parent 65c4cdd1d7
commit 47824c97a1
5 changed files with 14 additions and 14 deletions
+2 -2
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@@ -5484,7 +5484,7 @@ BOOLEAN IsMineEntranceInSectorI13AtThisGridNo( UINT32 sGridNo )
void HaveBiggensDetonatingExplosivesByTheMine() void HaveBiggensDetonatingExplosivesByTheMine()
{ {
SOLDIERTYPE *pSoldier = NULL; SOLDIERTYPE *pSoldier = NULL;
UINT8 ubID=NOBODY; SoldierID ubID = NOBODY;
pSoldier = FindSoldierByProfileID( BIGGENS_UB , FALSE ); //BIGGENS pSoldier = FindSoldierByProfileID( BIGGENS_UB , FALSE ); //BIGGENS
if( pSoldier != NULL ) if( pSoldier != NULL )
@@ -5638,7 +5638,7 @@ void HandleRaulBlowingHimselfUp()
usItem = HAND_GRENADE; usItem = HAND_GRENADE;
INT16 sX, sY; INT16 sX, sY;
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY); ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
IgniteExplosion( RAUL_UB, sX, sY, 0, pSoldier->sGridNo, usItem, pSoldier->pathing.bLevel ); IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, usItem, pSoldier->pathing.bLevel );
SetJa25GeneralFlag( JA_GF__RAUL_BLOW_HIMSELF_UP ); SetJa25GeneralFlag( JA_GF__RAUL_BLOW_HIMSELF_UP );
} }
+2 -2
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@@ -4338,7 +4338,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_EXPLODE_DOOR], APBPConstants[BP_EXPLODE_DOOR], FALSE ) ) if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_EXPLODE_DOOR], APBPConstants[BP_EXPLODE_DOOR], FALSE ) )
{ {
// Set UI // Set UI
SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID ); SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_EXPLODE ); InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_EXPLODE );
} }
@@ -4397,7 +4397,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) ) if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) )
{ {
// Set UI // Set UI
SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID ); SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_CROWBAR ); InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_CROWBAR );
} }
+4 -4
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@@ -544,7 +544,7 @@ SoldierID RandomSoldierIdFromNewMercsOnPlayerTeam()
} }
} }
UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray ) UINT8 RandomArrayOfQualifiedMercs( SoldierID *pRandomSoldierIdArray )
{ {
UINT8 usNumMercsPresent; UINT8 usNumMercsPresent;
SoldierID SoldierIdArray[NUM_MERCS_WITH_NEW_QUOTES]; SoldierID SoldierIdArray[NUM_MERCS_WITH_NEW_QUOTES];
@@ -586,9 +586,9 @@ UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray )
UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 ) UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 )
{ {
UINT8 usNumMercs; UINT8 usNumMercs;
UINT8 RandomSoldierIdArray[ NUM_MERCS_WITH_NEW_QUOTES ]; SoldierID RandomSoldierIdArray[ NUM_MERCS_WITH_NEW_QUOTES ];
UINT8 ubNumberDifMercsAssigned=0; UINT8 ubNumberDifMercsAssigned=0;
usNumMercs = RandomArrayOfQualifiedMercs( RandomSoldierIdArray ); usNumMercs = RandomArrayOfQualifiedMercs( RandomSoldierIdArray );
+1 -1
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@@ -47,7 +47,7 @@ BOOLEAN SayQuoteFromAllNewHiredMercButDoGastonLast( UINT8 ubProfile, UINT32 uiQu
//Pass in an array of size NUM_MERCS_WITH_NEW_QUOTES, array will be filled with //Pass in an array of size NUM_MERCS_WITH_NEW_QUOTES, array will be filled with
//random soldier IDs of the qualified mercs //random soldier IDs of the qualified mercs
UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray ); UINT8 RandomArrayOfQualifiedMercs( SoldierID *pRandomSoldierIdArray );
extern UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 ); extern UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 );
+5 -5
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@@ -393,13 +393,13 @@ typedef struct SoldierID
if ( i > TOTAL_SOLDIERS ) if ( i > TOTAL_SOLDIERS )
i = TOTAL_SOLDIERS; i = TOTAL_SOLDIERS;
} }
SoldierID ( const UINT32 val ) : i ( val ) SoldierID( const UINT32 val ) : i( val )
{ {
// Limit the maximum value to TOTAL_SOLDIERS. Anything beyond that is invalid // Limit the maximum value to TOTAL_SOLDIERS. Anything beyond that is invalid
if ( i > TOTAL_SOLDIERS ) if ( i > TOTAL_SOLDIERS )
i = TOTAL_SOLDIERS; i = TOTAL_SOLDIERS;
} }
SoldierID ( const INT32 val ) : i ( val ) constexpr SoldierID( const INT32 val ) : i( val )
{ {
// Limit the maximum value to TOTAL_SOLDIERS. Anything beyond that is invalid // Limit the maximum value to TOTAL_SOLDIERS. Anything beyond that is invalid
if ( i > TOTAL_SOLDIERS ) if ( i > TOTAL_SOLDIERS )
@@ -407,8 +407,8 @@ typedef struct SoldierID
} }
// No conversions from 8-bit integers! // No conversions from 8-bit integers!
SoldierID ( const UINT8 ) = delete; SoldierID( const UINT8 ) = delete;
SoldierID ( const INT8 ) = delete; SoldierID( const INT8 ) = delete;
SOLDIERTYPE* operator->() { return MercPtrs[i]; } SOLDIERTYPE* operator->() { return MercPtrs[i]; }
@@ -488,5 +488,5 @@ inline SoldierID operator++(SoldierID lhs)
} }
//TODO: Change this to constexpr after SoldierID is ready and the user defined constructor from uint16 is not needed anymore. //TODO: Change this to constexpr after SoldierID is ready and the user defined constructor from uint16 is not needed anymore.
inline const SoldierID NOBODY{ TOTAL_SOLDIERS }; inline constexpr SoldierID NOBODY{ TOTAL_SOLDIERS };
#endif #endif