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Fix: compiler warnings
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8814 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -4563,7 +4563,7 @@ void HandleFlashingItems( )
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{
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UINT32 cnt;
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ITEM_POOL *pItemPool;
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LEVELNODE *pObject;
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//LEVELNODE *pObject;
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ITEM_POOL_LOCATOR *pLocator;
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BOOLEAN fDoLocator = FALSE;
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@@ -14198,13 +14198,13 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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{
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SetFontForeground( a ? ITEMDESC_FONTPOSITIVE : ITEMDESC_FONTNEGATIVE );
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swprintf( pStr, L"%s/%s", a ? "Y" : "N", b ? "Y" : "N" );
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swprintf( pStr, L"%s/%s", a ? L"Y" : L"N", b ? L"Y" : L"N" );
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}
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else
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{
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SetFontForeground( 5 );
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swprintf( pStr, L"%s", a ? "Y" : "N" );
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swprintf( pStr, L"%s", a ? L"Y" : L"N" );
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}
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FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY );
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@@ -10678,11 +10678,10 @@ void HandleTurncoatAttempt( SOLDIERTYPE* pSoldier )
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// remember the target's ID
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prisonerdialoguetargetID = pSoldier->ubID;
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CHAR16 buf[256];
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UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
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std::vector<std::pair<INT16, STR16> > dropdownvector_1;
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int cnt = 1;
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INT16 cnt = 1;
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UINT8 chance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt );
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swprintf( gTurncoatDropdownText[cnt-1], szTurncoatText[3], chance );
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@@ -19921,10 +19921,8 @@ FLOAT SOLDIERTYPE::GetConstructionPoints( )
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UINT32 val = EffectiveStrength( this, FALSE );
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ReducePointsForFatigue( this, &val );
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FLOAT dval = val;
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dval = dval * (100 + this->GetBackgroundValue( BG_FORTIFY_ASSIGNMENT )) / 100.0f;
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FLOAT dval = val * (100 + this->GetBackgroundValue( BG_FORTIFY_ASSIGNMENT )) / 100.0f;
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dval = (dval * this->stats.bLife / this->stats.bLifeMax);
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@@ -19935,8 +19933,7 @@ FLOAT SOLDIERTYPE::GetConstructionPoints( )
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BOOLEAN SOLDIERTYPE::HasItem(UINT16 usItem)
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{
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INT8 invsize = (INT8)inv.size( );
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
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for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
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{
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if ( inv[bLoop].exists( ) == true && inv[bLoop].usItem == usItem )
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return TRUE;
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@@ -19951,8 +19948,7 @@ BOOLEAN SOLDIERTYPE::SelfDetonate( )
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if ( !(this->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) )
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return FALSE;
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INT8 invsize = (INT8)inv.size( );
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
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for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
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{
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if ( inv[bLoop].exists( ) == true && inv[bLoop].usItem == this->aiData.usActionData )
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{
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@@ -19980,8 +19976,7 @@ UINT8 SOLDIERTYPE::GetWaterSnakeDefenseChance()
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val += this->GetBackgroundValue( BG_SNAKEDEFENSE );
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// bonus if we have a knife, extra if it is in our hands
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INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
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for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
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{
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if ( inv[bLoop].exists( ) )
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{
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@@ -20026,9 +20021,7 @@ UINT16 SOLDIERTYPE::GetInteractiveActionSkill( INT32 sGridNo, UINT8 usLevel, UIN
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OBJECTTYPE* pObj = NULL;
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INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ...
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for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
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{
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if ( inv[bLoop].exists( ) == true && Item[inv[bLoop].usItem].usHackingModifier )
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{
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@@ -20191,7 +20184,7 @@ BOOLEAN SOLDIERTYPE::CanDragInPrinciple()
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return TRUE;
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}
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BOOLEAN SOLDIERTYPE::CanDragPerson( UINT8 usID )
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BOOLEAN SOLDIERTYPE::CanDragPerson( UINT16 usID )
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{
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if ( !CanDragInPrinciple() )
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return FALSE;
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@@ -20288,7 +20281,7 @@ void SOLDIERTYPE::SetDragOrderPerson( UINT16 usID )
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{
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// sevenfm: if someone is dragging this soldier, cancel drag
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SOLDIERTYPE *pSoldier;
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for (UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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for (UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
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{
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pSoldier = MercPtrs[uiLoop];
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if (pSoldier && pSoldier->usDragPersonID == usID)
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@@ -20813,7 +20806,7 @@ BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID )
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return FALSE;
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}
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UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, UINT8 usApproach )
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UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, INT16 sApproach )
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{
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if ( usID >= NOBODY )
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return 0;
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@@ -20875,7 +20868,7 @@ UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, UINT8 usApproach
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ReducePointsForFatigue( pSoldier, &enemyresistancerating );
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switch ( usApproach )
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switch ( sApproach )
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{
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// base approach
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case 1:
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@@ -2004,7 +2004,7 @@ public:
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// Flugente: drag people
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BOOLEAN CanDragInPrinciple();
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BOOLEAN CanDragPerson( UINT8 usID );
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BOOLEAN CanDragPerson( UINT16 usID );
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BOOLEAN CanDragCorpse( UINT16 usCorpseNum );
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BOOLEAN IsDraggingSomeone();
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void SetDragOrderPerson( UINT16 usID );
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@@ -2034,7 +2034,7 @@ public:
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// Flugente: turncoats
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BOOLEAN InPositionForTurncoatAttempt( UINT16 usID );
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UINT8 GetTurncoatConvinctionChance( UINT16 usID, UINT8 usApproach );
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UINT8 GetTurncoatConvinctionChance( UINT16 usID, INT16 usApproach );
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void AttemptToCreateTurncoat( UINT16 usID );
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BOOLEAN OrderTurnCoatToSwitchSides( UINT16 usID );
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void OrderAllTurnCoatToSwitchSides();
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@@ -2074,7 +2074,6 @@ void AddSoldierInitListCreatures( BOOLEAN fQueen, UINT8 ubNumLarvae, UINT8 ubNum
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void AddSoldierInitListOtherCreatures( UINT8 usNum )
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{
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SOLDIERINITNODE *curr;
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INT32 iRandom;
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UINT8 ubFreeSlots;
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BOOLEAN fDoPlacement;
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UINT8 ubNumCreatures = usNum;
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