diff --git a/MPChatScreen.cpp b/MPChatScreen.cpp index 520d733d..655b050f 100644 --- a/MPChatScreen.cpp +++ b/MPChatScreen.cpp @@ -198,7 +198,7 @@ INT32 DoChatBox( bool bIncludeChatLog, const STR16 zString, UINT32 uiExitScreen, SGPRect aRect; UINT32 uiDestPitchBYTES, uiSrcPitchBYTES; UINT8 *pDestBuf, *pSrcBuf; - INT16 sButtonX, sButtonY, sBlankSpace; + INT16 sButtonX, sButtonY; UINT8 ubMercBoxBackground = BASIC_MERC_POPUP_BACKGROUND, ubMercBoxBorder = BASIC_MERC_POPUP_BORDER; UINT8 ubFontColor, ubFontShadowColor; UINT16 usCursor; diff --git a/MPJoinScreen.cpp b/MPJoinScreen.cpp index 88fdb9bb..8362cbbc 100644 --- a/MPJoinScreen.cpp +++ b/MPJoinScreen.cpp @@ -322,8 +322,6 @@ UINT32 MPJoinScreenShutdown( void ) BOOLEAN EnterMPJScreen() { VOBJECT_DESC VObjectDesc; - UINT16 cnt; - UINT16 usPosY; if( gfMPJButtonsAllocated ) return( TRUE ); @@ -446,8 +444,6 @@ BOOLEAN EnterMPJScreen() BOOLEAN ExitMPJScreen() { - UINT16 cnt; - if( !gfMPJButtonsAllocated ) return( TRUE ); @@ -535,7 +531,6 @@ void HandleMPJScreen() BOOLEAN RenderMPJScreen() { HVOBJECT hPixHandle; - UINT16 usPosY; //Get the main background screen graphic and blt it GetVideoObject(&hPixHandle, guiMPJMainBackGroundImage ); diff --git a/MPScoreScreen.cpp b/MPScoreScreen.cpp index 77000922..5b9499ba 100644 --- a/MPScoreScreen.cpp +++ b/MPScoreScreen.cpp @@ -223,8 +223,6 @@ UINT32 MPScoreScreenShutdown( void ) BOOLEAN EnterMPSScreen() { VOBJECT_DESC VObjectDesc; - UINT16 cnt; - UINT16 usPosY; if( gfMPSButtonsAllocated ) return( TRUE ); @@ -290,8 +288,6 @@ BOOLEAN EnterMPSScreen() BOOLEAN ExitMPSScreen() { - UINT16 cnt; - if( !gfMPSButtonsAllocated ) return( TRUE ); diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index de17e6e6..6f5e96f1 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -7267,7 +7267,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker ) { if (ubPointsLost > APBPConstants[AP_MAX_SUPPRESSED]) { - ubPointsLost = APBPConstants[AP_MAX_SUPPRESSED]; + ubPointsLost = (UINT8)APBPConstants[AP_MAX_SUPPRESSED]; } } diff --git a/TacticalAI/AIInternals.h b/TacticalAI/AIInternals.h index 0fe5decb..ef4f6af5 100644 --- a/TacticalAI/AIInternals.h +++ b/TacticalAI/AIInternals.h @@ -232,7 +232,7 @@ INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubS INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel); // HEADROCK HAM B2.7: Functions to assist group AI - +// WANNE: Headrock informed me that I should disable these 3 functions in code, because they need a lot of CPU during AI calculation. INT16 AssessTacticalSituation( INT8 bSide ); BOOLEAN TeamSeesOpponent( INT8 bSide, SOLDIERTYPE * pOpponent ); INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy ); diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 3a2dc6f5..365756d6 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -1950,8 +1950,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || (pSoldier->aiData.bNeutral && gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] == CIV_GROUP_NEUTRAL) || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) ); + + // WANNE: Headrock informed me that I should remove that because it needs a lot of CPU! // HEADROCK HAM B2.7: Calculate the overall tactical situation - INT16 ubOverallTacticalSituation = AssessTacticalSituation(pSoldier->bSide); + //INT16 ubOverallTacticalSituation = AssessTacticalSituation(pSoldier->bSide); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: soldier orders = %d",pSoldier->aiData.bOrders)); @@ -2319,7 +2321,7 @@ if(!is_networked)//hayden // current revamp of suppression fire. BOOLEAN fEnableAIAutofire = FALSE; - if ( gGameExternalOptions.fIncreaseAISuppressionFire && ( ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 ) || (BestShot.ubPossible && BestShot.ubChanceToReallyHit < PreRandom(100)) && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER )) + if ( gGameExternalOptions.fIncreaseAISuppressionFire && ( ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 ) || (BestShot.ubPossible && BestShot.ubChanceToReallyHit < (INT16)PreRandom(100)) && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER )) fEnableAIAutofire = TRUE; else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))