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- Fix: UB cannot be compiled
- Fixed a few compiler warnings git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8176 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -498,7 +498,6 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
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BOOLEAN bCivHighLoyalty = FALSE;
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BOOLEAN bMiners = FALSE;
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UINT16 iCounter2;
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UINT16 FileEDTQUoteID;
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(*pubCivHintToUse) = 0;
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@@ -4361,7 +4361,6 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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void INVRenderSteeringWheel( UINT32 uiBuffer, UINT32 uiSteeringWheelIndex, SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel )
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{
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SOLDIERTYPE *pVehicle = NULL;
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UINT32 usHeight, usWidth;
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INT16 sNewY, sNewX;
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static CHAR16 pStr[ 100 ], pStr2[ 100 ];
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@@ -7585,16 +7584,16 @@ void RenderItemDescriptionBox( )
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{
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if ( !Weapon[gpComparedItemDescObject->usItem].NoSemiAuto )
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{
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UINT8 ubComparedAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL );
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if( ubComparedAttackAPs > ubAttackAPs )
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INT16 sComparedAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL );
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if ( sComparedAttackAPs > ubAttackAPs )
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{
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SetFontForeground( ITEMDESC_FONTNEGATIVE );
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swprintf( pStr, L"+%2d", ubComparedAttackAPs - ubAttackAPs );
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swprintf( pStr, L"+%2d", sComparedAttackAPs - ubAttackAPs );
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}
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else if( ubComparedAttackAPs < ubAttackAPs )
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else if ( sComparedAttackAPs < ubAttackAPs )
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{
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SetFontForeground( ITEMDESC_FONTPOSITIVE );
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swprintf( pStr, L"%2d", ubComparedAttackAPs - ubAttackAPs );
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swprintf( pStr, L"%2d", sComparedAttackAPs - ubAttackAPs );
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}
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else
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swprintf( pStr, L"=");
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@@ -1026,7 +1026,7 @@ void HandleFirstHeliDropOfGame( )
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CharacterDialogueWithSpecialEvent( 0, 0, 0, DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
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}
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UINT16 SpawnAirDropElite( INT32 sGridNo )
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UINT8 SpawnAirDropElite( INT32 sGridNo )
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{
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SOLDIERTYPE *pSoldier;
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@@ -150,7 +150,7 @@ TraitSelection::Setup( UINT32 aVal )
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INT16 sX, sY;
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// sevenfm: changed TraitsMenu position from soldier to mouse
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//GetSoldierScreenPos( pSoldier, &sX, &sY );
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GetGridNoScreenPos( sTraitsMenuTargetGridNo, gsInterfaceLevel, &sX, &sY );
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GetGridNoScreenPos( sTraitsMenuTargetGridNo, (UINT8)gsInterfaceLevel, &sX, &sY );
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if( sX < 0 ) sX = 0;
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if( sY < 0 ) sY = 0;
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@@ -22844,7 +22844,7 @@ void HandleVolunteerRecruitment( SOLDIERTYPE* pRecruiter, SOLDIERTYPE* pTarget )
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// bonus for assertive characters
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if ( DoesMercHavePersonality( pRecruiter, CHAR_TRAIT_ASSERTIVE ) )
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leadershipfactor *= 1.05;
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leadershipfactor *= 1.05f;
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FLOAT recruitmodifier = (100 + pRecruiter->GetBackgroundValue( BG_PERC_APPROACH_RECRUIT )) / 100.0f;
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@@ -4161,12 +4161,6 @@ UINT8 GetLocationModifier( UINT8 ubSoldierClass )
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{
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UINT8 ubLocationModifier = 0;
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INT16 sSectorX, sSectorY, sSectorZ;
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#ifdef JA2UB
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#else
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//INT8 bTownId;
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//UINT8 ubPalaceDistance;
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#endif
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BOOLEAN fSuccess;
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// Flugente: why do we always crash the game if something does not work?
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// where is all this taking place?
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@@ -3093,7 +3093,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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GetMouseMapPos( &sGridNo );
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// a node to add a structure
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AddFortificationPlanNode( sGridNo, gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, TRUE );
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AddFortificationPlanNode( sGridNo, (INT8)gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, TRUE );
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}
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else if ( fAlt )
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{
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@@ -3145,7 +3145,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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GetMouseMapPos( &sGridNo );
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// a node to delete a structure
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AddFortificationPlanNode( sGridNo, gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, FALSE );
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AddFortificationPlanNode( sGridNo, (INT8)gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, FALSE );
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}
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else
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{
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@@ -132,7 +132,7 @@ VehicleSelection::Setup( UINT32 aVal )
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// grab soldier's x,y screen position
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INT16 sX, sY;
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GetGridNoScreenPos( sVehicleMenuTargetGridNo, gsInterfaceLevel, &sX, &sY );
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GetGridNoScreenPos( sVehicleMenuTargetGridNo, (UINT8)gsInterfaceLevel, &sX, &sY );
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if( sX < 0 ) sX = 0;
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if( sY < 0 ) sY = 0;
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@@ -154,7 +154,7 @@ diseaseEndElementHandle( void *userData, const XML_Char *name )
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else if ( strcmp( name, "uiIndex" ) == 0 )
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{
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pData->curElement = ELEMENT;
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pData->curItem.uiIndex = (UINT16)atol( pData->szCharData );
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pData->curItem.uiIndex = (UINT8)atol( pData->szCharData );
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}
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else if ( strcmp( name, "szName" ) == 0 )
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{
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@@ -14,7 +14,7 @@ void StartHelicopterRun();
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void HandleHeliDrop( BOOLEAN fPlayer = TRUE );
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UINT16 SpawnAirDropElite( INT32 sGridNo );
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UINT8 SpawnAirDropElite( INT32 sGridNo );
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void InitiateEnemyAirDropSoldiers( INT32 sGridNo );
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void HandleEnemyAirdrop( );
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