diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 77d5ea2b..863b0864 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -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 ); } } }