diff --git a/TileEngine/renderworld.cpp b/TileEngine/renderworld.cpp index aec1251c..38688eb5 100644 --- a/TileEngine/renderworld.cpp +++ b/TileEngine/renderworld.cpp @@ -575,7 +575,7 @@ void RenderHighlight( INT16 sMouseX_M, INT16 sMouseY_M, INT16 sStartPointX_M, IN BOOLEAN CheckRenderCenter( INT16 sNewCenterX, INT16 sNewCenterY ); // Flugente: display a riot shield -void ShowRiotShield( SOLDIERTYPE* pSoldier, UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue ) +static void ShowRiotShield( SOLDIERTYPE* pSoldier, UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue ) { if (pSoldier) { @@ -655,7 +655,7 @@ void ShowRiotShield( SOLDIERTYPE* pSoldier, UINT16 *pBuffer, UINT32 uiDestPitchB INT32 gDecalBackgroundRectangle[MAX_DECALS_ONSCREEN] = { 0 }; int gDecalBackgroundRectableCounter = 0; -void ClearBackgroundRectanglesForDecal() +static void ClearBackgroundRectanglesForDecal() { for ( int i = 0; i < gDecalBackgroundRectableCounter; ++i ) { @@ -669,7 +669,7 @@ void ClearBackgroundRectanglesForDecal() gDecalBackgroundRectableCounter = 0; } -bool SetupBackgroundRectanglesForDecal( UINT32 uiFlags, INT16 *pSaveArea, INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom ) +static bool SetupBackgroundRectanglesForDecal( UINT32 uiFlags, INT16 *pSaveArea, INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom ) { if ( gDecalBackgroundRectableCounter < MAX_DECALS_ONSCREEN ) { @@ -689,7 +689,7 @@ bool SetupBackgroundRectanglesForDecal( UINT32 uiFlags, INT16 *pSaveArea, INT16 } // Flugente: display decal -void ShowDecal( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, INT32 sGridNo ) +static void ShowDecal( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, INT32 sGridNo ) { // we mark locations with decals with the 'DAMAGED' flag for easier filtering if ( gGameExternalOptions.fAdditionalDecals @@ -996,7 +996,7 @@ void ResetSpecificLayerOptimizing( UINT32 uiRowFlag ) } -void SumAddiviveLayerOptimization( void ) +static void SumAddiviveLayerOptimization( void ) { uiLayerUsedFlags = uiAdditiveLayerUsedFlags; } @@ -1028,7 +1028,7 @@ void RenderSetShadows(BOOLEAN fShadows) } } -inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIERTYPE * pPaletteTable, UINT32 uiFlags, INT16 * gsForceSoldierZLevel) +inline static UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIERTYPE * pPaletteTable, UINT32 uiFlags, INT16 * gsForceSoldierZLevel) { UINT16 * pShadeTable; // Shade guy always lighter than scene default! @@ -1186,7 +1186,7 @@ inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIER /* MONSTERS BE HERE! */ -void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT32 iStartPointX_S, INT32 iStartPointY_S, INT32 iEndXS, INT32 iEndYS, UINT8 ubNumLevels, UINT32 *puiLevels, UINT16 *psLevelIDs) +static void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT32 iStartPointX_S, INT32 iStartPointY_S, INT32 iEndXS, INT32 iEndYS, UINT8 ubNumLevels, UINT32 *puiLevels, UINT16 *psLevelIDs) { //#if 0 @@ -3666,7 +3666,7 @@ void RenderDynamicWorld( ) -BOOLEAN HandleScrollDirections( UINT32 ScrollFlags, INT16 sScrollXStep, INT16 sScrollYStep, INT16 *psTempRenderCenterX, INT16 *psTempRenderCenterY, BOOLEAN fCheckOnly ) +static BOOLEAN HandleScrollDirections( UINT32 ScrollFlags, INT16 sScrollXStep, INT16 sScrollYStep, INT16 *psTempRenderCenterX, INT16 *psTempRenderCenterY, BOOLEAN fCheckOnly ) { BOOLEAN fAGoodMove = FALSE, fMovedPos = FALSE; INT16 sTempX_W, sTempY_W; @@ -9011,7 +9011,7 @@ void RenderCoverDebug( ) RenderCoverDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS ); } -void RenderGridNoVisibleDebug( ) +static void RenderGridNoVisibleDebug( ) { RenderGridNoVisibleDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS ); }