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:
Flugente
2020-05-30 14:26:16 +00:00
parent e932393eae
commit b25a4be4e7
15 changed files with 49 additions and 68 deletions
+10 -17
View File
@@ -19921,10 +19921,8 @@ FLOAT SOLDIERTYPE::GetConstructionPoints( )
UINT32 val = EffectiveStrength( this, FALSE );
ReducePointsForFatigue( this, &val );
FLOAT dval = val;
dval = dval * (100 + this->GetBackgroundValue( BG_FORTIFY_ASSIGNMENT )) / 100.0f;
FLOAT dval = val * (100 + this->GetBackgroundValue( BG_FORTIFY_ASSIGNMENT )) / 100.0f;
dval = (dval * this->stats.bLife / this->stats.bLifeMax);
@@ -19935,8 +19933,7 @@ FLOAT SOLDIERTYPE::GetConstructionPoints( )
BOOLEAN SOLDIERTYPE::HasItem(UINT16 usItem)
{
INT8 invsize = (INT8)inv.size( );
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
{
if ( inv[bLoop].exists( ) == true && inv[bLoop].usItem == usItem )
return TRUE;
@@ -19951,8 +19948,7 @@ BOOLEAN SOLDIERTYPE::SelfDetonate( )
if ( !(this->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) )
return FALSE;
INT8 invsize = (INT8)inv.size( );
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
{
if ( inv[bLoop].exists( ) == true && inv[bLoop].usItem == this->aiData.usActionData )
{
@@ -19980,8 +19976,7 @@ UINT8 SOLDIERTYPE::GetWaterSnakeDefenseChance()
val += this->GetBackgroundValue( BG_SNAKEDEFENSE );
// bonus if we have a knife, extra if it is in our hands
INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
{
if ( inv[bLoop].exists( ) )
{
@@ -20026,9 +20021,7 @@ UINT16 SOLDIERTYPE::GetInteractiveActionSkill( INT32 sGridNo, UINT8 usLevel, UIN
OBJECTTYPE* pObj = NULL;
INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ...
for ( size_t bLoop = 0, invsize = inv.size(); bLoop < invsize; ++bLoop )
{
if ( inv[bLoop].exists( ) == true && Item[inv[bLoop].usItem].usHackingModifier )
{
@@ -20191,7 +20184,7 @@ BOOLEAN SOLDIERTYPE::CanDragInPrinciple()
return TRUE;
}
BOOLEAN SOLDIERTYPE::CanDragPerson( UINT8 usID )
BOOLEAN SOLDIERTYPE::CanDragPerson( UINT16 usID )
{
if ( !CanDragInPrinciple() )
return FALSE;
@@ -20288,7 +20281,7 @@ void SOLDIERTYPE::SetDragOrderPerson( UINT16 usID )
{
// sevenfm: if someone is dragging this soldier, cancel drag
SOLDIERTYPE *pSoldier;
for (UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
for (UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
{
pSoldier = MercPtrs[uiLoop];
if (pSoldier && pSoldier->usDragPersonID == usID)
@@ -20813,7 +20806,7 @@ BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID )
return FALSE;
}
UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, UINT8 usApproach )
UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, INT16 sApproach )
{
if ( usID >= NOBODY )
return 0;
@@ -20875,7 +20868,7 @@ UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( UINT16 usID, UINT8 usApproach
ReducePointsForFatigue( pSoldier, &enemyresistancerating );
switch ( usApproach )
switch ( sApproach )
{
// base approach
case 1: