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Fix: various compile warnings
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8872 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -777,8 +777,7 @@ void HandleDynamicOpinionSpeechEvents( )
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// award any opinion events that have happened...
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// these better not start dialogues themselves, or we might cause a loop here
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UINT16 opinioneentscollectedsize = gOpionionEventsDuringDialogue.size( );
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for ( UINT16 i = 0; i < opinioneentscollectedsize; ++i )
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for ( size_t i = 0, opinioneentscollectedsize = gOpionionEventsDuringDialogue.size(); i < opinioneentscollectedsize; ++i )
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{
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OpinionEvent event = gOpionionEventsDuringDialogue[i];
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@@ -1080,8 +1079,7 @@ INT8 GetSidePosition( UINT8 aDostPosition )
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{
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INT8 bestpos = -1;
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UINT8 size = gDynamicOpinionSpeechInCurrentDialogue.size( );
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for ( UINT8 i = 0; i < size; ++i )
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for ( size_t i = 0, size = gDynamicOpinionSpeechInCurrentDialogue.size(); i < size; ++i )
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{
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if ( gDynamicOpinionSpeechInCurrentDialogue[i].usSide == aDostPosition )
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{
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@@ -1779,7 +1777,7 @@ void HandleDynamicOpinionBattleFinished( BOOLEAN fBattleWon )
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UINT32 enemysidesize = 0;
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// pick the 'leader' who gets all the praise (or blame, depending on how this went)
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UINT8 leaderid = GetBestMercLeaderInSector( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel );
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UINT16 leaderid = GetBestMercLeaderInSector( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel );
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if ( leaderid != NOBODY )
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{
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@@ -1825,7 +1823,7 @@ void HandleDynamicOpinionRetreat( )
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{
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// This was a disaster (Ignoring of how high the enemies losses were to create drama :-) )! Let's blame the player -> blame an IMP!
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std::vector<UINT8> aTaboo;
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UINT8 impid = GetBestMercLeaderInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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UINT16 impid = GetBestMercLeaderInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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// we've found someone competent. Let's all blame him for this disaster!
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if ( impid != NOBODY )
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@@ -1936,10 +1934,10 @@ UINT32 GetSoldierLeaderRating( SOLDIERTYPE* pSoldier )
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}
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UINT8 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ )
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UINT16 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ )
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{
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UINT32 highestrating = 0;
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UINT8 bestid = NOBODY;
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UINT16 bestid = NOBODY;
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SOLDIERTYPE* pSoldier = NULL;
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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