Remove unnecessary casts

This commit is contained in:
Asdow
2024-11-18 23:14:03 +02:00
parent bc01bdb56d
commit 9bbec030d8
+7 -7
View File
@@ -1489,7 +1489,7 @@ BOOLEAN ExecuteOverhead( )
}
else if ( pSoldier->aiData.ubPendingAction == MERC_TALK )
{
pSoldier->PlayerSoldierStartTalking( (UINT8)pSoldier->aiData.uiPendingActionData1, TRUE );
pSoldier->PlayerSoldierStartTalking ( pSoldier->aiData.uiPendingActionData1, TRUE );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_DROPBOMB )
@@ -3270,7 +3270,7 @@ void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
if ( fSoldierFound )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: selectsoldier"));
SelectSoldier( (INT16)cnt, FALSE, FALSE );
SelectSoldier( cnt, FALSE, FALSE );
}
else
{
@@ -3755,7 +3755,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{
if ( !fMissionFailed )
{
SelectSoldier( (INT16)iNewSelectedSoldier, FALSE, FALSE );
SelectSoldier( iNewSelectedSoldier, FALSE, FALSE );
}
else
{
@@ -4937,14 +4937,14 @@ SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLes
// Check for bLife > 0
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT16)cnt );
return( cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT16)cnt );
return( cnt );
}
}
}
@@ -4967,14 +4967,14 @@ SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLes
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT16)cnt );
return( cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT16)cnt );
return( cnt );
}
}
}