Initialized many variables

Fix for enemy invasions and reinforcements


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-08-13 03:39:54 +00:00
parent ca8cb7b89a
commit 6ec2c5da7d
79 changed files with 2621 additions and 2584 deletions
+3 -3
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@@ -1215,12 +1215,12 @@ void ExplosiveDamageGridNo( INT16 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLE
STRUCTURE * pCurrent, *pNextCurrent, *pStructure;
STRUCTURE * pBaseStructure;
INT16 sDesiredLevel;
DB_STRUCTURE_TILE **ppTile;
DB_STRUCTURE_TILE **ppTile = NULL;
UINT8 ubLoop, ubLoop2;
INT16 sNewGridNo, sNewGridNo2, sBaseGridNo;
INT16 sNewGridNo, sNewGridNo2, sBaseGridNo = NOWHERE;
BOOLEAN fToBreak = FALSE;
BOOLEAN fMultiStructure = FALSE;
UINT8 ubNumberOfTiles;
UINT8 ubNumberOfTiles = 0xff;
BOOLEAN fMultiStructSpecialFlag = FALSE;
BOOLEAN fExplodeDamageReturn = FALSE;
+2 -1
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@@ -46,8 +46,9 @@
RuntimeLibrary="1"
RuntimeTypeInfo="false"
UsePrecompiledHeader="0"
WarningLevel="3"
WarningLevel="4"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
+4 -4
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@@ -727,9 +727,9 @@ BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID )
INT32 iCollisionCode = COLLISION_NONE;
BOOLEAN fDoCollision = FALSE;
FLOAT dElasity = 1;
UINT16 usStructureID;
FLOAT dNormalX, dNormalY, dNormalZ;
INT16 sGridNo;
UINT16 usStructureID = -1;
FLOAT dNormalX = 0.0, dNormalY = 0.0, dNormalZ = 1.0;
INT16 sGridNo = NOWHERE;
// Checkf for collisions
dX = pObject->Position.x;
@@ -2652,7 +2652,7 @@ BOOLEAN LoadPhysicsTableFromSavedGameFile( HWFILE hFile )
UINT16 RandomGridFromRadius( INT16 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius )
{
INT16 sX, sY;
INT16 sGridNo;
INT16 sGridNo = NOWHERE;
INT32 leftmost;
BOOLEAN fFound = FALSE;
UINT32 cnt = 0;
+3 -3
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@@ -777,10 +777,10 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
LEVELNODE *pNode; //, *pLand, *pStruct; //*pObject, *pTopmost, *pMerc;
SOLDIERTYPE *pSoldier, *pSelSoldier;
HVOBJECT hVObject;
HVOBJECT hVObject = NULL;
ETRLEObject *pTrav;
TILE_ELEMENT *TileElem=NULL;
UINT32 uiDestPitchBYTES;
UINT32 uiDestPitchBYTES = 0;
UINT8 *pDestBuf=NULL;
UINT16 usAnimSurface;
INT8 bXOddFlag = 0;
@@ -1234,7 +1234,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
usImageIndex = pNode->pAniTile->sCurrentFrame;
uiAniTileFlags = pNode->pAniTile->uiFlags;
// Position corpse based on it's float position
// Position corpse based on its float position
if ( ( uiLevelNodeFlags & LEVELNODE_ROTTINGCORPSE ) )
{
pCorpse = &( gRottingCorpse[ pNode->pAniTile->uiUserData ] );
+1 -1
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@@ -2163,7 +2163,7 @@ BOOLEAN FiniStructureDB( void )
INT8 GetBlockingStructureInfo( INT16 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock )
{
STRUCTURE * pCurrent, *pStructure;
STRUCTURE * pCurrent, *pStructure = NULL;
INT16 sDesiredLevel;
BOOLEAN fOKStructOnLevel = FALSE;
BOOLEAN fMinimumBlockingFound = FALSE;