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https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
cleaned up code: various stuff (out-of-bounds, null-pointer, uninitialized vars,...) (by CleaningWoman)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6101 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1345,7 +1345,7 @@ void CreatureAttackCallback( GUI_BUTTON *btn, INT32 reason )
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{
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if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if( ( gsSelSectorX != 0 ) && ( gsSelSectorX != 0 ) )
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if( ( gsSelSectorX != 0 ) && ( gsSelSectorY != 0 ) )
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{
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if( _KeyDown( ALT ) )
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{
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@@ -15279,7 +15279,7 @@ BOOLEAN DisplayFacilityAssignmentMenu( SOLDIERTYPE *pSoldier, UINT8 ubFacilityTy
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}
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}
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}
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if (fFoundVehicle = FALSE)
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if (fFoundVehicle == FALSE)
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{
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// Create line that says "Repair Vehicle", and will be shaded.
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swprintf( sTempString, gzFacilityAssignmentStrings[ FAC_REPAIR_VEHICLE ], L"Vehicle" );
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@@ -16922,7 +16922,7 @@ void HandleShadingOfLinesForFacilityAssignmentMenu( void )
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fFoundVehicle = TRUE;
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}
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}
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if (fFoundVehicle = FALSE)
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if (fFoundVehicle == FALSE)
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{
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// The line here says "Repair Vehicle", and is shaded because there's no vehicle present.
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UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
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@@ -3061,6 +3061,7 @@ void MercCellMouseClickCallback( MOUSE_REGION *reg, INT32 reason )
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}
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}
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Assert(pCell);
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if( pCell->uiFlags & ( CELL_RETREATING | CELL_RETREATED ) )
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{ //already retreated/retreating.
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return;
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@@ -784,9 +784,9 @@ ACTION_ITEM_VALUES ActionItemsValues[500];
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void IniLuaGlobal()
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{
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UINT32 i;
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UINT32 i;
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for (i= 0; i<=1000; i++ )
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for (i= 0; i<1000; i++ )
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{
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gLuaGlobal[i].fGlobalLuaBool = FALSE;
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gLuaGlobal[i].iGlobalLuaVal = 0;
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@@ -4257,8 +4257,8 @@ void SortSectorInventoryAmmo(bool useBoxes)
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{
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// Declarations
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INT32 crateItem;
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bool mergeSuccessful, ammoPresent;
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INT32 crateItem;
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bool mergeSuccessful = false;
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OBJECTTYPE newCrate;
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int loopCount = 0;
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@@ -4267,7 +4267,7 @@ void SortSectorInventoryAmmo(bool useBoxes)
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AssertMsg( pSoldier != NULL, "Sector Inventory: Attempting ammo sort without valid selected soldier?" );
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//MM: added for ammo boxes
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ammoPresent = true;
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bool ammoPresent = true;
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UINT8 magType = AMMO_CRATE;
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if (useBoxes)
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magType = AMMO_BOX;
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@@ -1236,7 +1236,7 @@ char temp;
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else
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{
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strncpy(pData->curCityInfo.IconSTI,pData->szCharData,MAX_ICON_CHARS);
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pData->curCityInfo.IconSTI[MAX_ICON_CHARS] = '\0';
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pData->curCityInfo.IconSTI[MAX_ICON_CHARS-1] = '\0';
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}
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for(int i=0;i<min((int)strlen(pData->szCharData),MAX_ICON_CHARS);i++)
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@@ -4209,7 +4209,7 @@ void AllMercsWalkedToExitGrid()
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - reset num enemies here if the sector was unloaded
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if( gWorldSectorX == 0 && gWorldSectorX == 0 && gbWorldSectorZ == -1 )
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if( gWorldSectorX == 0 && gWorldSectorY == 0 && gbWorldSectorZ == -1 )
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{
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memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
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}
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@@ -4396,7 +4396,7 @@ void AllMercsHaveWalkedOffSector( )
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SetDefaultSquadOnSectorEntry( TRUE );
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - reset num enemies here if the sector was unloaded
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if( !fEnemiesInLoadedSector || (gWorldSectorX == 0 && gWorldSectorX == 0 && gbWorldSectorZ == -1 ) )
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if( !fEnemiesInLoadedSector || (gWorldSectorX == 0 && gWorldSectorY == 0 && gbWorldSectorZ == -1 ) )
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{
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memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
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}
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