diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 7c841e94..a1b12625 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -5835,7 +5835,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj ) { if(!(gTacticalStatus.uiFlags & INCOMBAT)) { - INT16 magSize, ubShotsLeft; + UINT16 magSize, ubShotsLeft; OBJECTTYPE tempClip; OBJECTTYPE tempStack; bool clipCreated; @@ -7119,7 +7119,7 @@ BOOLEAN CreateGun( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj ) return( TRUE ); } -BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, INT16 ubShotsLeft ) +BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, UINT16 ubShotsLeft ) { if (pObj == NULL) { @@ -7129,11 +7129,11 @@ BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, INT16 ubShotsLeft ) pObj->usItem = usItem; pObj->ubNumberOfObjects = 1; //pObj->objectStack.resize(1);//not necessary due to init, here for code commenting - if (ubShotsLeft < 0) { + if (ubShotsLeft == 0) { (*pObj)[0]->data.ubShotsLeft = Magazine[ Item[usItem].ubClassIndex ].ubMagSize; } else { - (*pObj)[0]->data.ubShotsLeft = (UINT8)ubShotsLeft; + (*pObj)[0]->data.ubShotsLeft = ubShotsLeft; } //WarmSteel - Init attachment slots. if(UsingNewAttachmentSystem()==true) diff --git a/Tactical/Items.h b/Tactical/Items.h index 0d8260e3..d660fe05 100644 --- a/Tactical/Items.h +++ b/Tactical/Items.h @@ -56,7 +56,7 @@ extern UINT16 UseKitPoints( OBJECTTYPE * pObj, UINT16 usPoints, SOLDIERTYPE *pSo extern BOOLEAN EmptyWeaponMagazine( OBJECTTYPE * pWeapon, OBJECTTYPE *pAmmo, UINT32 subObject = 0 ); BOOLEAN CreateItem( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj ); -BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, INT16 ubShotsLeft = -1); +BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, UINT16 ubShotsLeft = 0); BOOLEAN CreateItems( UINT16 usItem, INT8 bStatus, UINT8 ubNumber, OBJECTTYPE * pObj ); BOOLEAN CreateMoney( UINT32 uiMoney, OBJECTTYPE * pObj ); extern UINT16 DefaultMagazine( UINT16 usItem );