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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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+8
-12
@@ -162,8 +162,7 @@ bool DestroyLBEIfEmpty(OBJECTTYPE* pObj, int stackIndex)
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LBENODE* pLBE = pObj->GetLBEPointer(stackIndex);
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if (pLBE)
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{
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UINT16 plbesize = pLBE->inv.size();
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for (UINT16 x = 0; x < plbesize; ++x)
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for ( size_t x = 0, plbesize = pLBE->inv.size(); x < plbesize; ++x)
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{
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if (pLBE->inv[x].exists() == true)
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return false;
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@@ -189,8 +188,7 @@ void DestroyLBE(OBJECTTYPE* pObj, int stackIndex)
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LBENODE* pLBE = pObj->GetLBEPointer(stackIndex);
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if(pLBE)
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{
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UINT16 plbesize = pLBE->inv.size();
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for(UINT16 x = 0; x < plbesize; ++x)
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for(size_t x = 0, plbesize = pLBE->inv.size(); x < plbesize; ++x)
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{
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if(pLBE->inv[x].exists() == true)
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{
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@@ -217,16 +215,15 @@ void DestroyLBE(OBJECTTYPE* pObj, int stackIndex)
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void MoveItemsInSlotsToLBE( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots, LBENODE* pLBE, OBJECTTYPE* pObj)
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{
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UINT16 plbesize = pLBE->inv.size();
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UINT16 lbesize = LBESlots.size();
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for(UINT16 i=0; i<lbesize; ++i) // Go through default pockets one by one
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size_t plbesize = pLBE->inv.size();
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for( size_t i=0, lbesize = LBESlots.size(); i<lbesize; ++i) // Go through default pockets one by one
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{
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if(pSoldier->inv[LBESlots[i]].exists() == false) // No item in this pocket
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continue;
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// Found an item in a default pocket so get it's ItemSize
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UINT16 dSize = CalculateItemSize(&pSoldier->inv[LBESlots[i]]);
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for(unsigned int j=0; j<plbesize; ++j) // Search through LBE and see if item fits anywhere
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for( size_t j=0; j<plbesize; ++j) // Search through LBE and see if item fits anywhere
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{
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if(pLBE->inv[j].exists() == true) // Item already stored in LBENODE pocket
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continue;
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@@ -464,13 +461,12 @@ BOOLEAN MoveItemFromLBEItem( SOLDIERTYPE *pSoldier, UINT32 uiHandPos, OBJECTTYPE
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//we should have copied all the items from the LBE to the soldier
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//which means the LBE should be empty and destroyed. However, if it's not empty, we need to force place
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//some items so that we can empty the LBE without losing anything.
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UINT16 invsize = pSoldier->inv.size();
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UINT16 lbesize = LBESlots.size();
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for(UINT16 i = 0; i < lbesize; ++i)
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size_t invsize = pSoldier->inv.size();
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for(size_t i = 0, lbesize = LBESlots.size(); i < lbesize; ++i)
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{
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if(pLBE->inv[i].exists() == true)
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{
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for(UINT16 j = BIGPOCKSTART; j < invsize; ++j)
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for( size_t j = BIGPOCKSTART; j < invsize; ++j)
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{
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if(pSoldier->inv[j].exists() == false)
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{
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