- code cleanup mostly from Brent Johnson (Nonomori), a very few from me

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@508 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Lesh
2006-09-06 19:10:08 +00:00
parent f205c1f620
commit 6df124efd7
34 changed files with 174 additions and 175 deletions
+5 -5
View File
@@ -263,12 +263,12 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16
// No explosive but an attacker with HE ammo.
if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) && ubOwner != NOBODY)
{
ExpParams.ubTypeID = Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
ExpParams.ubTypeID = (INT8)Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
// return;
}
else // just normal explosives should get here
{
ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
ExpParams.ubTypeID = (INT8)Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
}
// Callahan end
@@ -1100,7 +1100,7 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe
// Get tile type
GetTileType( pNode->usIndex, &uiTileType );
// Check if we are a fountain!
if ( stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "fount1.sti" ) == 0 )
if ( _stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "fount1.sti" ) == 0 )
{
// Yes we are!
// Remove water....
@@ -2458,7 +2458,7 @@ void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
if ( fSubsequent != BLOOD_SPREAD_EFFECT )
{
MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
}
}
@@ -3017,7 +3017,7 @@ void HandleExplosionQueue( void )
}
else if ( pObj->usBombItem == TRIP_FLARE )
{
NewLightEffect( sGridNo, Explosive[pObj->usItem].ubDuration, Explosive[pObj->usItem].ubStartRadius );
NewLightEffect( sGridNo, (UINT8)Explosive[pObj->usItem].ubDuration, (UINT8)Explosive[pObj->usItem].ubStartRadius );
RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, ubLevel );
}
else