diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index d38715bf7..545d98f53 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -1772,7 +1772,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ) FLOAT dTargetY; FLOAT dTargetZ; UINT16 usItemNum; - BOOLEAN fBuckshot; + BOOLEAN fBuckshot = 0; UINT8 ubVolume; CHAR8 zBurstString[512]; UINT8 ubDirection; diff --git a/TacticalAI/CreatureDecideAction.cpp b/TacticalAI/CreatureDecideAction.cpp index c39610e84..7c6c933ed 100644 --- a/TacticalAI/CreatureDecideAction.cpp +++ b/TacticalAI/CreatureDecideAction.cpp @@ -1171,7 +1171,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) #endif // then make decision as if at alert status RED, but make sure // we don't try to SEEK OPPONENT the unconscious guy! - return(DecideActionRed(pSoldier,FALSE)); + return(CreatureDecideActionRed(pSoldier,FALSE)); } // else kill the guy, he could be the last opponent alive in this sector }