From a6e1b93af02be098193fe3804dcf24198c8b9fe0 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Wed, 3 Dec 2025 22:58:18 +0200 Subject: [PATCH] Set functions static --- Strategic/Auto Resolve.cpp | 50 +++++++++++++++++++------------------- 1 file changed, 25 insertions(+), 25 deletions(-) diff --git a/Strategic/Auto Resolve.cpp b/Strategic/Auto Resolve.cpp index 399a2907..623ba2c8 100644 --- a/Strategic/Auto Resolve.cpp +++ b/Strategic/Auto Resolve.cpp @@ -330,7 +330,7 @@ SOLDIERCELL *gpCivs = NULL; SOLDIERCELL *gpEnemies = NULL; //Simple wrappers for autoresolve sounds that are played. -void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan ) +static void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan ) { if( gpAR->fSound ) { @@ -338,7 +338,7 @@ void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 } } -void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan ) +static void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan ) { if( gpAR->fSound ) { @@ -349,7 +349,7 @@ void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVol extern void ClearPreviousAIGroupAssignment( GROUP *pGroup ); -void EliminateAllMercs() +static void EliminateAllMercs() { SOLDIERCELL *pAttacker = NULL; INT32 i, iNum = 0; @@ -380,7 +380,7 @@ void EliminateAllMercs() } } -void EliminateAllFriendlies() +static void EliminateAllFriendlies() { INT32 i; if( gpAR ) @@ -496,7 +496,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY ) #define ORIG_RIGHT 92 #define ORIG_BOTTOM 84 -void DoTransitionFromPreBattleInterfaceToAutoResolve() +static void DoTransitionFromPreBattleInterfaceToAutoResolve() { SGPRect SrcRect, DstRect; UINT32 uiStartTime, uiCurrTime; @@ -727,7 +727,7 @@ UINT32 AutoResolveScreenHandle() return AUTORESOLVE_SCREEN; } -void RefreshMerc( SOLDIERTYPE *pSoldier ) +static void RefreshMerc( SOLDIERTYPE *pSoldier ) { pSoldier->stats.bLife = pSoldier->stats.bLifeMax; pSoldier->bBleeding = 0; @@ -743,7 +743,7 @@ void RefreshMerc( SOLDIERTYPE *pSoldier ) //Now assign the pSoldier->ubGroupIDs for the enemies, so we know where to remove them. Start with //stationary groups first. -void AssociateEnemiesWithStrategicGroups() +static void AssociateEnemiesWithStrategicGroups() { SECTORINFO *pSector; GROUP *pGroup; @@ -1186,7 +1186,7 @@ void CalculateSoldierCells( BOOLEAN fReset ) } -INT32 DetermineCellID( SOLDIERCELL *pCell ) +static INT32 DetermineCellID( SOLDIERCELL *pCell ) { INT32 iIndex; @@ -1205,7 +1205,7 @@ INT32 DetermineCellID( SOLDIERCELL *pCell ) return 0; } -BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell ) +static BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell ) { INT32 iID = DetermineCellID( pCell ); @@ -1348,7 +1348,7 @@ void RenderSoldierCellBars( SOLDIERCELL *pCell ) ColorFillVideoSurfaceArea( FRAME_BUFFER, pCell->xp+46, iStartY, pCell->xp+47, pCell->yp+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) ); } -void BuildInterfaceBuffer() +static void BuildInterfaceBuffer() { VSURFACE_DESC vs_desc; UINT16 usUselessWidth, usUselessHeight; @@ -1430,7 +1430,7 @@ void BuildInterfaceBuffer() SetClippingRect( &ClipRect ); } -void ExpandWindow() +static void ExpandWindow() { SGPRect OldRect; UINT32 uiDestPitchBYTES; @@ -1525,7 +1525,7 @@ void ExpandWindow() } -OBJECTTYPE* FindMedicalKit() +static OBJECTTYPE* FindMedicalKit() { INT32 i; INT32 iSlot; @@ -1540,7 +1540,7 @@ OBJECTTYPE* FindMedicalKit() return NULL; } -UINT32 AutoBandageMercs() +static UINT32 AutoBandageMercs() { INT32 i, iBest; UINT32 uiPointsUsed, uiCurrPointsUsed, uiMaxPointsUsed, uiParallelPointsUsed; @@ -3723,7 +3723,7 @@ void RenderSoldierCellHealth( SOLDIERCELL *pCell ) mprintf( xp, yp, pStr ); } -UINT8 GetUnusedMercProfileID() +static UINT8 GetUnusedMercProfileID() { UINT8 ubRandom=0; INT32 i; @@ -3818,7 +3818,7 @@ void DetermineTeamLeader( BOOLEAN fFriendlyTeam ) } } -void ResetNextAttackCounter( SOLDIERCELL *pCell ) +static void ResetNextAttackCounter( SOLDIERCELL *pCell ) { pCell->usNextAttack = min( 1000 - pCell->usAttack, 800 ); pCell->usNextAttack = (UINT16)(1000 + pCell->usNextAttack * 5 + PreRandom( 2000 - pCell->usAttack ) ); @@ -3828,7 +3828,7 @@ void ResetNextAttackCounter( SOLDIERCELL *pCell ) } } -FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier ) +static FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier ) { switch( pSoldier->ubSoldierClass ) { @@ -4108,7 +4108,7 @@ void DrawDebugText( SOLDIERCELL *pCell ) } } -SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker ) +static SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker ) { INT32 iAvailableTargets; INT32 index; @@ -4178,7 +4178,7 @@ SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker ) return NULL; } -BOOLEAN FireAShot( SOLDIERCELL *pAttacker ) +static BOOLEAN FireAShot( SOLDIERCELL *pAttacker ) { OBJECTTYPE *pItem; SOLDIERTYPE *pSoldier; @@ -4232,7 +4232,7 @@ BOOLEAN FireAShot( SOLDIERCELL *pAttacker ) return FALSE; } -BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker ) +static BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker ) { OBJECTTYPE *pItem; SOLDIERTYPE *pSoldier; @@ -4274,7 +4274,7 @@ BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker ) return FALSE; } -BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker ) +static BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker ) { OBJECTTYPE *pItem; SOLDIERTYPE *pSoldier; @@ -4329,7 +4329,7 @@ BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker ) return FALSE; } -BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker ) +static BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker ) { UINT8 invsize = pAttacker->pSoldier->inv.size(); for( UINT8 i = 0; i < invsize; ++i ) @@ -4344,7 +4344,7 @@ BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker ) return FALSE; } -BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier ) +static BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier ) { OBJECTTYPE *pItem; UINT8 invsize = pSoldier->inv.size(); @@ -4366,7 +4366,7 @@ BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier ) return FALSE; } -void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget ) +static void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget ) { INT16 sAttack; INT16 sDefence; @@ -4986,7 +4986,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget ) } } -void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index ) +static void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index ) { INT32 iNewLife; SOLDIERCELL *pAttacker; @@ -5300,7 +5300,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index ) pTarget->uiFlags |= CELL_HITBYATTACKER | CELL_DIRTY; } -void Delay( UINT32 uiMilliseconds ) +static void Delay( UINT32 uiMilliseconds ) { INT32 iTime; iTime = GetJA2Clock();