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
View File
@@ -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 ] );