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 ) 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; pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
} }
else if ( pSoldier->aiData.ubPendingAction == MERC_DROPBOMB ) else if ( pSoldier->aiData.ubPendingAction == MERC_DROPBOMB )
@@ -3270,7 +3270,7 @@ void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
if ( fSoldierFound ) if ( fSoldierFound )
{ {
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: selectsoldier")); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: selectsoldier"));
SelectSoldier( (INT16)cnt, FALSE, FALSE ); SelectSoldier( cnt, FALSE, FALSE );
} }
else else
{ {
@@ -3755,7 +3755,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{ {
if ( !fMissionFailed ) if ( !fMissionFailed )
{ {
SelectSoldier( (INT16)iNewSelectedSoldier, FALSE, FALSE ); SelectSoldier( iNewSelectedSoldier, FALSE, FALSE );
} }
else else
{ {
@@ -4937,14 +4937,14 @@ SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLes
// Check for bLife > 0 // 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 ) 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 else
{ {
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) 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 ) 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 else
{ {
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{ {
return( (UINT16)cnt ); return( cnt );
} }
} }
} }