mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
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
This commit is contained in:
@@ -2687,7 +2687,7 @@ void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, B
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void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
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INT32 sGridNo, UINT8 bLevel, UINT8 ubId,
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UINT8 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill )
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UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill )
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{
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const char* filename = "scripts\\Overhead.lua";
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@@ -62,7 +62,7 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
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void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
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void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
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INT32 sGridNo, UINT8 bLevel, UINT8 ubId,
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UINT8 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
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UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
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void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
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void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
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@@ -291,7 +291,7 @@ void HandlePossibleArmsDealerIntelRefresh( BOOLEAN aForceReread )
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pDealerInv[cnt].uiIndex = cnt;
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pDealerInv[cnt].sItemIndex = data.usItem;
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pDealerInv[cnt].ubOptimalNumber = data.sOptimalNumber;
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pDealerInv[cnt].ubOptimalNumber = (UINT8)data.sOptimalNumber;
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++cnt;
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}
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@@ -821,7 +821,7 @@ INT8 GetDealersMaxItemAmount( UINT8 ubDealerID, UINT16 usItemIndex )
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}
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}
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DEALER_POSSIBLE_INV *GetPointerToDealersPossibleInventory( UINT8 ubArmsDealerID )
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DEALER_POSSIBLE_INV *GetPointerToDealersPossibleInventory( UINT16 ubArmsDealerID )
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{
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switch( ubArmsDealerID )
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{
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@@ -921,7 +921,7 @@ DEALER_POSSIBLE_INV *GetPointerToDealersPossibleInventory( UINT8 ubArmsDealerID
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{
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if ( ubArmsDealerID < NUM_ARMS_DEALERS )
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{
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UINT8 additionaldealernumber = ubArmsDealerID - ARMS_DEALER_ADDITIONAL_1;
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UINT16 additionaldealernumber = ubArmsDealerID - ARMS_DEALER_ADDITIONAL_1;
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return( gArmsDealerAdditional[additionaldealernumber] );
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}
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}
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@@ -39,7 +39,7 @@ typedef struct
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INT8 GetDealersMaxItemAmount( UINT8 ubDealerID, UINT16 usItemIndex );
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DEALER_POSSIBLE_INV *GetPointerToDealersPossibleInventory( UINT8 ubArmsDealerID );
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DEALER_POSSIBLE_INV *GetPointerToDealersPossibleInventory( UINT16 ubArmsDealerID );
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UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex );
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UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDealerSelling, BOOLEAN fUsed );
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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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@@ -480,7 +480,7 @@ void HandleDynamicOpinionTeaching( SOLDIERTYPE* pSoldier, UINT8 ubStat );
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// some events require a 'leader' - merc the team will regard as the one being in charge, and subsequently being praised or damned for the way things develop
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UINT32 GetSoldierLeaderRating( SOLDIERTYPE* pSoldier );
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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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// get id of a random merc in a sector, provided one exists
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UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<UINT8> aTaboo, BOOLEAN fImpOnly );
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@@ -7679,8 +7679,7 @@ BOOLEAN RemoveFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *p
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// We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-)
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UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber);
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UINT8 size = gStructureDeconstruct[i].tilevector.size();
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for ( UINT8 j = 0; j < size; ++j)
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for ( size_t j = 0, size = gStructureDeconstruct[i].tilevector.size(); j < size; ++j)
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{
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if ( gStructureDeconstruct[i].tilevector[j] == numbertofind )
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{
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@@ -7988,8 +7987,7 @@ BOOLEAN CanRemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureco
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// We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-)
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UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber);
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UINT8 size = gStructureDeconstruct[usStructureconstructindex].tilevector.size( );
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for ( UINT8 j = 0; j < size; ++j )
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for ( size_t j = 0, size = gStructureDeconstruct[usStructureconstructindex].tilevector.size(); j < size; ++j )
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{
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if ( gStructureDeconstruct[usStructureconstructindex].tilevector[j] == numbertofind )
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{
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@@ -8187,8 +8185,7 @@ BOOLEAN RemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconst
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// We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-)
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UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber);
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UINT8 size = gStructureDeconstruct[usStructureconstructindex].tilevector.size( );
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for ( UINT8 j = 0; j < size; ++j )
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for ( size_t j = 0, size = gStructureDeconstruct[usStructureconstructindex].tilevector.size(); j < size; ++j )
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{
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if ( gStructureDeconstruct[usStructureconstructindex].tilevector[j] == numbertofind )
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{
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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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+5
-7
@@ -2874,8 +2874,8 @@ UINT16 CalculateItemSize( OBJECTTYPE *pObject )
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UINT16 pIndex, testSize, maxSize;
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UINT8 pocketCapacity, numberOfSizeIncrements;
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FLOAT currentPocketPercent, currentPocketPartOfTotal;
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UINT16 invsize = pLBE->inv.size();
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for(UINT16 x = 0; x < invsize; ++x)
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size_t invsize = pLBE->inv.size();
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for( size_t x = 0; x < invsize; ++x)
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{
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if(LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbePocketIndex[x] != 0)
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{
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@@ -2884,7 +2884,7 @@ UINT16 CalculateItemSize( OBJECTTYPE *pObject )
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}
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}
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//Now, look through each active pocket
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for(UINT16 x = 0; x < invsize; ++x)
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for( size_t x = 0; x < invsize; ++x)
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{
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if ( pLBE->inv[x].exists() )
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{
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@@ -3044,8 +3044,7 @@ UINT16 OBJECTTYPE::GetWeightOfObjectInStack(unsigned int index)
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LBENODE* pLBE = GetLBEPointer( index );
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if ( pLBE )
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{
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UINT16 invsize = pLBE->inv.size();
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for ( UINT16 subObjects = 0; subObjects < invsize; ++subObjects )
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for ( size_t subObjects = 0, invsize = pLBE->inv.size(); subObjects < invsize; ++subObjects )
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{
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if ( pLBE->inv[subObjects].exists() == true )
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{
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@@ -8723,8 +8722,7 @@ BOOLEAN RemoveObjectFromSoldierProfile( UINT8 ubProfile, UINT16 usItem )
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return( TRUE );
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}
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MERCPROFILESTRUCT* pProfile = &gMercProfiles[ ubProfile ];
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UINT8 invsize = pProfile->inv.size();
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for (UINT8 bLoop = 0; bLoop < invsize; ++bLoop)
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for (size_t bLoop = 0, invsize = pProfile->inv.size(); bLoop < invsize; ++bLoop)
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{
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if ( pProfile->inv[ bLoop ] == usItem )
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{
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+1
-2
@@ -6678,8 +6678,7 @@ INT8 FireBulletGivenTarget_NoObjectNoSoldier( UINT16 usItem, UINT8 ammotype, UIN
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ddHorizAngle, ddVerticAngle,
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NOBODY, ubLoop, ubShots,
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gpSpreadPattern[ubSpreadIndex].method, gSpreadPatternMethodNames[gpSpreadPattern[ubSpreadIndex].method],
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ubSpreadIndex, gpSpreadPattern[ubSpreadIndex].Name,
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NULL
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ubSpreadIndex, gpSpreadPattern[ubSpreadIndex].Name
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);
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fclose( OutFile );
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}
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+3
-3
@@ -1468,8 +1468,8 @@ void HandleSnitchesReports( std::vector<SnitchEvent>& aVec )
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SOLDIERTYPE *pSnitch;
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BOOLEAN fSleepingSnitch = FALSE;
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UINT16 size = aVec.size( );
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for ( UINT16 bCounter = 0; bCounter < size; ++bCounter )
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size_t size = aVec.size( );
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for ( size_t bCounter = 0; bCounter < size; ++bCounter )
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{
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SnitchEvent& event = aVec[bCounter];
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@@ -1497,7 +1497,7 @@ void HandleSnitchesReports( std::vector<SnitchEvent>& aVec )
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SnitchTacticalCharacterDialogue( pSnitch, 0, SNITCH_INTRODUCTION, NO_PROFILE, NO_PROFILE );
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// process all reports by the same snitch in row
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for ( UINT16 bCounter2 = bCounter; bCounter2 < size; ++bCounter2 )
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for ( size_t bCounter2 = bCounter; bCounter2 < size; ++bCounter2 )
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{
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SnitchEvent& event2 = aVec[bCounter2];
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+1
-1
@@ -4161,7 +4161,7 @@ INT16 GetAPsForMultiTurnAction( SOLDIERTYPE *pSoldier, UINT8 usActionType )
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return sAPCost;
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}
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INT16 GetAPsForInteractiveAction( SOLDIERTYPE *pSoldier, UINT8 usActionType )
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INT16 GetAPsForInteractiveAction( SOLDIERTYPE *pSoldier, UINT16 usActionType )
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{
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INT16 sAPCost = 0;
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+1
-1
@@ -356,7 +356,7 @@ INT16 GetAPsToApplyItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Fl
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INT16 GetAPsToFillBloodbag( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente
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INT16 GetAPsForMultiTurnAction( SOLDIERTYPE *pSoldier, UINT8 usActionType ); // added by Flugente
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INT16 GetAPsForInteractiveAction( SOLDIERTYPE *pSoldier, UINT8 usActionType ); // added by Flugente
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INT16 GetAPsForInteractiveAction( SOLDIERTYPE *pSoldier, UINT16 usActionType ); // added by Flugente
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INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier );
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