Fix UB compilation

This commit is contained in:
Asdow
2024-11-15 19:05:19 +02:00
parent cba88ab2bc
commit e9c8124dc2
3 changed files with 17 additions and 17 deletions
+6 -6
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@@ -3158,8 +3158,8 @@ void HandleBloodCatDeaths( SECTORINFO *pSector )
//if ALL the bloodcats are killed //if ALL the bloodcats are killed
if( pSector->bBloodCats == 0 ) if( pSector->bBloodCats == 0 )
{ {
UINT8 bId1=-1; SoldierID bId1 = NOBODY;
UINT8 bId2=-1; SoldierID bId2 = NOBODY;
UINT8 bNum=0; UINT8 bNum=0;
SetFactTrue( FACT_PLAYER_KILLED_ALL_BETTYS_BLOODCATS ); SetFactTrue( FACT_PLAYER_KILLED_ALL_BETTYS_BLOODCATS );
@@ -3174,13 +3174,13 @@ void HandleBloodCatDeaths( SECTORINFO *pSector )
if( bNum != 0 ) if( bNum != 0 )
{ {
//must make sure TEX doesnt say the quote //must make sure TEX doesnt say the quote
if( bId1 != NOBODY && Menptr[ bId1 ].ubProfile != TEX_UB ) if( bId1 != NOBODY && bId1->ubProfile != TEX_UB )
{ {
TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_UB_HANDLE_BLOODCATDEATHS ); TacticalCharacterDialogue( bId1, QUOTE_UB_HANDLE_BLOODCATDEATHS );
} }
else if( bId2 != NOBODY && Menptr[ bId2 ].ubProfile != TEX_UB ) else if( bId2 != NOBODY && bId2->ubProfile != TEX_UB )
{ {
TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_UB_HANDLE_BLOODCATDEATHS ); TacticalCharacterDialogue( bId2, QUOTE_UB_HANDLE_BLOODCATDEATHS );
} }
} }
} }
+9 -9
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@@ -84,7 +84,7 @@ typedef struct
//Morris items //Morris items
//UINT32 MORRIS_INSTRUCTION_NOTE = 1362; //UINT32 MORRIS_INSTRUCTION_NOTE = 1362;
UINT8 Get3RandomQualifiedMercs( UINT8 *pSoldierId1, UINT8 *pSoldierId2, UINT8 *pSoldierId3 ); UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 );
//******************************************************************* //*******************************************************************
// //
@@ -584,7 +584,7 @@ UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray )
return( usNumMercsPresent ); return( usNumMercsPresent );
} }
UINT8 Get3RandomQualifiedMercs( UINT8 *pSoldierId1, UINT8 *pSoldierId2, UINT8 *pSoldierId3 ) UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 )
{ {
UINT8 usNumMercs; UINT8 usNumMercs;
UINT8 RandomSoldierIdArray[ NUM_MERCS_WITH_NEW_QUOTES ]; UINT8 RandomSoldierIdArray[ NUM_MERCS_WITH_NEW_QUOTES ];
@@ -875,20 +875,20 @@ void HandlePowerGenAlarm()
} }
else else
{ {
UINT8 bSoldierId1, bSoldierId2, bSoldierId3; SoldierID bSoldierId1, bSoldierId2, bSoldierId3;
Get3RandomQualifiedMercs( &bSoldierId1, &bSoldierId2, &bSoldierId3 ); Get3RandomQualifiedMercs( &bSoldierId1, &bSoldierId2, &bSoldierId3 );
if( bSoldierId1 != -1 && Menptr[ bSoldierId1 ].ubProfile != BIGGENS_UB ) //BIGGENS if( bSoldierId1 != NOBODY && bSoldierId1->ubProfile != BIGGENS_UB ) //BIGGENS
{ {
TacticalCharacterDialogue( &Menptr[ bSoldierId1 ], QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE ); TacticalCharacterDialogue( bSoldierId1, QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE );
} }
else if( bSoldierId2 != -1 && Menptr[ bSoldierId2 ].ubProfile != BIGGENS_UB ) //BIGGENS else if( bSoldierId2 != NOBODY && bSoldierId2->ubProfile != BIGGENS_UB ) //BIGGENS
{ {
TacticalCharacterDialogue( &Menptr[ bSoldierId2 ], QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE ); TacticalCharacterDialogue( bSoldierId2, QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE );
} }
else if( bSoldierId3 != -1 && Menptr[ bSoldierId3 ].ubProfile != BIGGENS_UB ) // BIGGENS else if( bSoldierId3 != NOBODY && bSoldierId3->ubProfile != BIGGENS_UB ) // BIGGENS
{ {
TacticalCharacterDialogue( &Menptr[ bSoldierId3 ], QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE ); TacticalCharacterDialogue( bSoldierId3, QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE );
} }
} }
} }
+1 -1
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@@ -50,7 +50,7 @@ BOOLEAN SayQuoteFromAllNewHiredMercButDoGastonLast( UINT8 ubProfile, UINT32 uiQu
UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray ); UINT8 RandomArrayOfQualifiedMercs( UINT8 *pRandomSoldierIdArray );
extern UINT8 Get3RandomQualifiedMercs( UINT8 *pSoldierId1, UINT8 *pSoldierId2, UINT8 *pSoldierId3 ); extern UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 );
void HandleWhenCertainPercentageOfEnemiesDie(); void HandleWhenCertainPercentageOfEnemiesDie();