From 9ac53cac32d8d274153f985a6af82162f051bace Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Thu, 27 Jul 2023 21:29:37 +0300 Subject: [PATCH] Fix UINT8 references to pSoldier->ubID to UINT16 --- Laptop/insurance Contract.cpp | 4 ++-- Laptop/insurance Contract.h | 6 +++--- Strategic/Game Event Hook.cpp | 4 ++-- Strategic/Rebel Command.cpp | 14 +++++++------- Tactical/PATHAI.cpp | 2 +- 5 files changed, 15 insertions(+), 15 deletions(-) diff --git a/Laptop/insurance Contract.cpp b/Laptop/insurance Contract.cpp index c7114942..0e23acc6 100644 --- a/Laptop/insurance Contract.cpp +++ b/Laptop/insurance Contract.cpp @@ -1355,7 +1355,7 @@ BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier ) } -void StartInsuranceInvestigation( UINT8 ubPayoutID ) +void StartInsuranceInvestigation( UINT16 ubPayoutID ) { UINT8 ubDays; @@ -1408,7 +1408,7 @@ void StartInsuranceInvestigation( UINT8 ubPayoutID ) } -void EndInsuranceInvestigation( UINT8 ubPayoutID ) +void EndInsuranceInvestigation( UINT16 ubPayoutID ) { // send an email telling player the investigation is over if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH ) diff --git a/Laptop/insurance Contract.h b/Laptop/insurance Contract.h index 1be525a9..d795d277 100644 --- a/Laptop/insurance Contract.h +++ b/Laptop/insurance Contract.h @@ -19,8 +19,8 @@ void DailyUpdateOfInsuredMercs(); BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier ); void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID ); -void StartInsuranceInvestigation( UINT8 ubPayoutID ); -void EndInsuranceInvestigation( UINT8 ubPayoutID ); +void StartInsuranceInvestigation( UINT16 ubPayoutID ); +void EndInsuranceInvestigation( UINT16 ubPayoutID ); INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID ); @@ -28,4 +28,4 @@ void InsuranceContractEndGameShutDown(); void PurchaseOrExtendInsuranceForSoldier( SOLDIERTYPE *pSoldier, UINT32 uiInsuranceLength ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Game Event Hook.cpp b/Strategic/Game Event Hook.cpp index 1a971658..845c0b6a 100644 --- a/Strategic/Game Event Hook.cpp +++ b/Strategic/Game Event Hook.cpp @@ -392,10 +392,10 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent ) HandleEnricoEmail(); break; case EVENT_INSURANCE_INVESTIGATION_STARTED: - StartInsuranceInvestigation( (UINT8) pEvent->uiParam ); + StartInsuranceInvestigation( (UINT16) pEvent->uiParam ); break; case EVENT_INSURANCE_INVESTIGATION_OVER: - EndInsuranceInvestigation( (UINT8) pEvent->uiParam ); + EndInsuranceInvestigation( (UINT16) pEvent->uiParam ); break; case EVENT_TEMPERATURE_UPDATE: UpdateTemperature( (UINT8) pEvent->uiParam ); diff --git a/Strategic/Rebel Command.cpp b/Strategic/Rebel Command.cpp index b5ce30aa..a11bedfc 100644 --- a/Strategic/Rebel Command.cpp +++ b/Strategic/Rebel Command.cpp @@ -2178,7 +2178,7 @@ BOOLEAN SetupMissionAgentBox(UINT16 x, UINT16 y, INT8 index) // temp/fixme std::vector mercs; - for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) + for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) { SOLDIERTYPE* pSoldier = MercPtrs[i]; @@ -2823,7 +2823,7 @@ void PrepareMission(INT8 index) // confirmation popup std::vector mercs; - for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) + for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) { SOLDIERTYPE* pSoldier = MercPtrs[i]; @@ -2988,7 +2988,7 @@ void PrepareMission(INT8 index) if (!evt.sentGenericRebelAgent) { - for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) + for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) { SOLDIERTYPE* pSoldier = MercPtrs[i]; if (pSoldier->ubProfile == evt.mercProfileId) @@ -4907,7 +4907,7 @@ void HandleStrategicEvent(const UINT32 eventParam) // make sure the merc's still on our team BOOLEAN foundMerc = FALSE; - for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) + for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) { const SOLDIERTYPE* pSoldier = MercPtrs[i]; @@ -4978,7 +4978,7 @@ void HandleStrategicEvent(const UINT32 eventParam) if (!evt1.sentGenericRebelAgent) { - for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) + for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) { SOLDIERTYPE* pSoldier = MercPtrs[i]; if (pSoldier->ubProfile == evt1.mercProfileId) @@ -5005,7 +5005,7 @@ void HandleStrategicEvent(const UINT32 eventParam) { if (!evt1.sentGenericRebelAgent && foundMerc) { - for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) + for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) { SOLDIERTYPE* pSoldier = MercPtrs[i]; if (pSoldier->ubProfile == evt1.mercProfileId) @@ -5027,7 +5027,7 @@ void HandleStrategicEvent(const UINT32 eventParam) if (!evt1.sentGenericRebelAgent && foundMerc) { - for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) + for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i) { SOLDIERTYPE* pSoldier = MercPtrs[i]; if (pSoldier->ubProfile == evt1.mercProfileId) diff --git a/Tactical/PATHAI.cpp b/Tactical/PATHAI.cpp index 25cebecf..2a7de9cb 100644 --- a/Tactical/PATHAI.cpp +++ b/Tactical/PATHAI.cpp @@ -2075,7 +2075,7 @@ bool AStarPathfinder::IsSomeoneInTheWay() if (fPathAroundPeople && ( (CurrentNode != DestNode) || fCopyReachable) ) { // ATE: ONLY cancel if they are moving..... - UINT8 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel); + UINT16 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel); if ( ubMerc < NOBODY && ubMerc != pSoldier->ubID ) { // Check for movement....