Perform explicit casts from UINT8 to UINT16 for SoldierID

This commit is contained in:
Asdow
2024-11-18 23:38:00 +02:00
parent 1e16de30d7
commit 94a5972a85
5 changed files with 21 additions and 21 deletions
+1 -1
View File
@@ -483,7 +483,7 @@ SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE& src)
TranslateArrayFields(usData2, src.usData2, OLD_MAX_SCHEDULE_ACTIONS, INT16_INT32);
TranslateArrayFields(ubAction, src.ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
ubScheduleID = src.ubScheduleID;
ubSoldierID = src.ubSoldierID;
ubSoldierID = static_cast<UINT16>( src.ubSoldierID );
usFlags = src.usFlags;
}
return(*this);
+1 -1
View File
@@ -159,7 +159,7 @@ public:
this->fCursorActive = src.fCursorActive;
this->ItemPointerInfo = src.ItemPointerInfo;
this->ubInvSlot = src.ubInvSlot;
this->ubSoldierID = src.ubSoldierID;
this->ubSoldierID = static_cast<UINT16>(src.ubSoldierID);
return *this;
}
//could use a little tidying up
+2 -2
View File
@@ -1566,7 +1566,7 @@ OBJECTTYPE& OBJECTTYPE::operator=(const OLD_OBJECTTYPE_101& src)
(*this)[0]->data.misc.bDetonatorType = src.ugYucky.bDetonatorType;
(*this)[0]->data.misc.usBombItem = src.ugYucky.usBombItem;
(*this)[0]->data.misc.bDelay = src.ugYucky.bDelay; // includes bFrequency
(*this)[0]->data.misc.ubBombOwner = src.ugYucky.ubBombOwner;
(*this)[0]->data.misc.ubBombOwner = static_cast<UINT16>(src.ugYucky.ubBombOwner);
(*this)[0]->data.misc.bActionValue = src.ugYucky.bActionValue;
(*this)[0]->data.misc.ubTolerance = src.ugYucky.ubTolerance; // includes ubLocationID
(*this)[0]->data.ubDirection = DIRECTION_IRRELEVANT;
@@ -1658,7 +1658,7 @@ OBJECTTYPE& OBJECTTYPE::operator=(const OLD_OBJECTTYPE_101& src)
(*this)[0]->data.misc.bDetonatorType = src.ugYucky.bDetonatorType;
(*this)[0]->data.misc.usBombItem = src.ugYucky.usBombItem;
(*this)[0]->data.misc.bDelay = src.ugYucky.bDelay; // includes bFrequency
(*this)[0]->data.misc.ubBombOwner = src.ugYucky.ubBombOwner;
(*this)[0]->data.misc.ubBombOwner = static_cast<UINT16>(src.ugYucky.ubBombOwner);
(*this)[0]->data.misc.bActionValue = src.ugYucky.bActionValue;
(*this)[0]->data.misc.ubTolerance = src.ugYucky.ubTolerance; // includes ubLocationID
(*this)[0]->data.ubWireNetworkFlag = TRIPWIRE_NETWORK_OWNER_ENEMY; // it is always assumed that preplated traps are of hostile origin
+13 -13
View File
@@ -632,7 +632,7 @@ void STRUCT_AIData::ConvertFrom_101_To_102( const OLDSOLDIERTYPE_101& src )
this->bMoved = src.bMoved;
this->bHunting = src.bHunting;
this->ubLastCall = src.ubLastCall;
this->ubCaller = src.ubCaller;
this->ubCaller = static_cast<UINT16>( src.ubCaller );
this->sCallerGridNo = src.sCallerGridNo;
this->bCallPriority = src.bCallPriority;
this->bCallActedUpon = src.bCallActedUpon;
@@ -694,7 +694,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->sLastTwoLocations[0] = src.sLastTwoLocations[0];
this->sLastTwoLocations[1] = src.sLastTwoLocations[1];
this->ubID = src.ubID;
this->ubID = static_cast<UINT16>( src.ubID );
//this->bReserved1 = src.bReserved1;
this->ubBodyType = src.ubBodyType;
@@ -717,7 +717,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->ubWaitActionToDo = src.ubWaitActionToDo;
this->ubInsertionDirection = src.ubInsertionDirection;
this->bGunType = src.bGunType;
this->ubOppNum = src.ubOppNum;
this->ubOppNum = static_cast<UINT16>( src.ubOppNum );
this->bLastRenderVisibleValue = src.bLastRenderVisibleValue;
this->ubAttackingHand = src.ubAttackingHand;
this->sWeightCarriedAtTurnStart = src.sWeightCarriedAtTurnStart;
@@ -756,8 +756,8 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->uiAIDelay = src.uiAIDelay;
this->sReloadDelay = src.sReloadDelay;
this->ubAttackerID = src.ubAttackerID;
this->ubPreviousAttackerID = src.ubPreviousAttackerID;
this->ubAttackerID = static_cast<UINT16>( src.ubAttackerID );
this->ubPreviousAttackerID = static_cast<UINT16>( src.ubPreviousAttackerID );
this->sInsertionGridNo = src.sInsertionGridNo;
@@ -808,7 +808,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->pCurrentShade = src.pCurrentShade;
this->ubFadeLevel = src.ubFadeLevel;
this->ubServiceCount = src.ubServiceCount;
this->ubServicePartner = src.ubServicePartner;
this->ubServicePartner = static_cast<UINT16>( src.ubServicePartner );
this->pThrowParams = src.pThrowParams;
this->bReverse = src.bReverse;
this->pLevelNode = src.pLevelNode;
@@ -931,7 +931,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->ubSoldierClass = src.ubSoldierClass; //admin, elite, troop (creature types?)
this->ubAPsLostToSuppression = src.ubAPsLostToSuppression;
this->ubSuppressorID = src.ubSuppressorID;
this->ubSuppressorID = static_cast<UINT16>( src.ubSuppressorID );
this->ubDesiredSquadAssignment = src.ubDesiredSquadAssignment;
this->ubNumTraversalsAllowedToMerge = src.ubNumTraversalsAllowedToMerge;
@@ -946,7 +946,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->bBlockedByAnotherMercDirection = src.bBlockedByAnotherMercDirection;
this->usAttackingWeapon = src.usAttackingWeapon;
this->bWeaponMode = src.bWeaponMode;
this->ubTargetID = src.ubTargetID;
this->ubTargetID = static_cast<UINT16>( src.ubTargetID );
this->bAIScheduleProgress = src.bAIScheduleProgress;
this->sOffWorldGridNo = src.sOffWorldGridNo;
this->pAniTile = src.pAniTile;
@@ -966,8 +966,8 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->bOldBattleSnd = src.bOldBattleSnd;
this->iBurstSoundID = src.iBurstSoundID;
this->bSlotItemTakenFrom = src.bSlotItemTakenFrom;
this->ubAutoBandagingMedic = src.ubAutoBandagingMedic;
this->ubRobotRemoteHolderID = src.ubRobotRemoteHolderID;
this->ubAutoBandagingMedic = static_cast<UINT16>( src.ubAutoBandagingMedic );
this->ubRobotRemoteHolderID = static_cast<UINT16>( src.ubRobotRemoteHolderID );
this->uiTimeOfLastContractUpdate = src.uiTimeOfLastContractUpdate;
this->bTypeOfLastContract = src.bTypeOfLastContract;
this->bTurnsCollapsed = src.bTurnsCollapsed;
@@ -1003,7 +1003,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->usValueGoneUp = src.usValueGoneUp;
this->ubNumLocateCycles = src.ubNumLocateCycles;
this->ubDelayedMovementFlags = src.ubDelayedMovementFlags;
this->ubCTGTTargetID = src.ubCTGTTargetID;
this->ubCTGTTargetID = static_cast<UINT16>( src.ubCTGTTargetID );
this->uiMercChecksum = src.uiMercChecksum;
@@ -1027,7 +1027,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->pGroup = src.pGroup;
this->ubLeaveHistoryCode = src.ubLeaveHistoryCode;
this->bOverrideMoveSpeed = src.bOverrideMoveSpeed;
this->bOverrideMoveSpeed = static_cast<UINT16>( src.bOverrideMoveSpeed );
this->uiTimeSoldierWillArrive = src.uiTimeSoldierWillArrive;
this->bVehicleUnderRepairID = src.bVehicleUnderRepairID;
@@ -1040,7 +1040,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->iTuringSoundID = src.iTuringSoundID;
this->ubLastDamageReason = src.ubLastDamageReason;
this->uiTimeSinceLastBleedGrunt = src.uiTimeSinceLastBleedGrunt;
this->ubNextToPreviousAttackerID = src.ubNextToPreviousAttackerID;
this->ubNextToPreviousAttackerID = static_cast<UINT16>( src.ubNextToPreviousAttackerID );
this->bDoAutofire = src.bDoAutofire;
this->numFlanks = src.numFlanks;
this->lastFlankSpot = src.lastFlankSpot;
+4 -4
View File
@@ -160,7 +160,7 @@ REAL_OBJECT& REAL_OBJECT::operator =(OLD_REAL_OBJECT_101 &src)
this->dLifeSpan = src.dLifeSpan;
this->fFirstTimeMoved = src.fFirstTimeMoved;
this->sFirstGridNo = src.sFirstGridNo;
this->ubOwner = src.ubOwner;
this->ubOwner = static_cast<UINT16>(src.ubOwner);
this->ubActionCode = src.ubActionCode;
this->uiActionData = src.uiActionData;
this->fDropItem = src.fDropItem;
@@ -175,7 +175,7 @@ REAL_OBJECT& REAL_OBJECT::operator =(OLD_REAL_OBJECT_101 &src)
this->fPotentialForDebug = src.fPotentialForDebug;
this->sLevelNodeGridNo = src.sLevelNodeGridNo;
this->iSoundID = src.iSoundID;
this->ubLastTargetTakenDamage = src.ubLastTargetTakenDamage;
this->ubLastTargetTakenDamage = static_cast<UINT16>(src.ubLastTargetTakenDamage);
return *this;
}
@@ -1120,10 +1120,10 @@ BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID )
{
gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( String( "Incrementing attack busy because of delayed water explosion. Now %d\n", gTacticalStatus.ubAttackBusyCount ) );
AniParams.ubKeyFrame1 = 11;
AniParams.ubKeyFrame1 = 11;
AniParams.uiKeyFrame1Code = ANI_KEYFRAME_CHAIN_WATER_EXPLOSION;
AniParams.uiUserData = pObject->Obj.usItem;
AniParams.ubUserData2 = pObject->ubOwner;
AniParams.ubUserData2 = pObject->ubOwner;
}
pNode = CreateAnimationTile( &AniParams );