Fixed a few warnings.
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parent
c948a59391
commit
a176617318
6 changed files with 15 additions and 14 deletions
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@ -447,7 +447,7 @@ void PredPistol_SemiAuto(void) {
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void SetPlayerStartingHealth(int value) {
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NPC_DATA *NpcData;
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NPC_DATA *NpcData = NULL;
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PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr);
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switch (AvP.PlayerType)
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@ -509,7 +509,7 @@ void SetPlayerStartingHealth(int value) {
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void SetPlayerStartingArmour(int value) {
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NPC_DATA *NpcData;
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NPC_DATA *NpcData = NULL;
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PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr);
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switch (AvP.PlayerType)
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@ -896,7 +896,7 @@ extern void DoStatisticsScreen(int completed_level)
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int targets,targetspassed;
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NPC_DATA *NpcData;
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NPC_DATA *NpcData = NULL;
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switch (AvP.PlayerType)
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{
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@ -887,11 +887,10 @@ static int DoMotionTrackerBlips(void)
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static void DisplayHealthAndArmour(void)
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{
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// extern void D3D_RenderHUDString(char *stringPtr,int x,int y,int colour);
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int health,armour;
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/* access the extra data hanging off the strategy block */
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PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr);
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NPC_DATA *NpcData;
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NPC_DATA *NpcData = NULL;
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switch (AvP.PlayerType)
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{
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@ -718,8 +718,8 @@ static int EmergencyRelocateObject(STRATEGYBLOCK *sbPtr)
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nearest invisible module that has entry point locations, and relocate to one of
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these locations. */
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{
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extern SCENE Global_Scene;
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extern SCENEMODULE **Global_ModulePtr;
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//extern SCENE Global_Scene;
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//extern SCENEMODULE **Global_ModulePtr;
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AIMODULE *targetModule = 0;
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int targetModuleDistance = 0;
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13
src/module.c
13
src/module.c
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@ -191,10 +191,10 @@ void FindVisibleModules(VMODULE *vptr,int flag)
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{
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while(vptr->vmod_type != vmtype_term)
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{
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MODULE *mptr;
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MODULE *mptr = NULL;
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/* Add this module to the visible array */
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if(vptr->vmod_mref.mref_ptr)
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if(vptr->vmod_mref.mref_ptr != NULL)
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{
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mptr = vptr->vmod_mref.mref_ptr;
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ModuleCurrVisArray[mptr->m_index] = flag;
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@ -211,7 +211,7 @@ void FindVisibleModules(VMODULE *vptr,int flag)
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/* If the door/viewport is closed... */
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/* Branch to this vptr */
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/* else vptr++; */
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if(mptr)
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if(mptr != NULL)
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{
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if(mptr->m_flags & m_flag_open) vptr++;
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else vptr = vptr->vmod_data.vmodidata_ptr;
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@ -239,10 +239,10 @@ int ThisObjectIsInAModuleVisibleFromCurrentlyVisibleModules(STRATEGYBLOCK *sbPtr
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while(vPtr->vmod_type != vmtype_term)
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{
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MODULE *mptr;
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MODULE *mptr = NULL;
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/* consider this module */
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if(vPtr->vmod_mref.mref_ptr)
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if(vPtr->vmod_mref.mref_ptr != NULL)
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{
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mptr = vPtr->vmod_mref.mref_ptr;
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if(ModuleCurrVisArray[mptr->m_index] == 2)
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@ -269,7 +269,7 @@ int ThisObjectIsInAModuleVisibleFromCurrentlyVisibleModules(STRATEGYBLOCK *sbPtr
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/* If the door/viewport is closed... */
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/* Branch to this vPtr */
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/* else vPtr++; */
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if(mptr)
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if(mptr != NULL)
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{
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if(mptr->m_flags & m_flag_open) vPtr++;
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else vPtr = vPtr->vmod_data.vmodidata_ptr;
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@ -1039,6 +1039,7 @@ int IsModuleVisibleFromModule(MODULE *source, MODULE *target) {
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int gotit;
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vptr=source->m_vmptr;
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mptr=NULL;
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gotit=0;
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if ((source==NULL)||(target==NULL)) return(0);
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@ -465,7 +465,8 @@ LIGHTBLOCK* AddLightBlock(DISPLAYBLOCK *dptr, LIGHTBLOCK *lptr_to_add)
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lfree = No;
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larrayptr = &dptr->ObLights[0];
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freelarrayptr = NULL;
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for(i = MaxObjectLights; i!=0 && lfree == No; i--) {
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if(*larrayptr == 0) {
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