SAGA2: Fix remaining warnings in weapons.cpp
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b0d5437227
commit
4eebd6d6bf
3 changed files with 7 additions and 10 deletions
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@ -1295,7 +1295,7 @@ bool PhysicalContainerProto::canToggleLock(
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// Unlock or lock the physical container
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// Unlock or lock the physical container
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bool PhysicalContainerProto::acceptLockToggleAction(
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bool PhysicalContainerProto::acceptLockToggleAction(
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ObjectID dObj,
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ObjectID dObj,
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ObjectID enactor) {
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ObjectID enactor, uint8) {
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GameObject *dObjPtr = GameObject::objectAddress(dObj);
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GameObject *dObjPtr = GameObject::objectAddress(dObj);
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// Toggle locked bit
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// Toggle locked bit
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@ -490,10 +490,7 @@ public:
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ObjectID dObj,
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ObjectID dObj,
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ObjectID enactor,
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ObjectID enactor,
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uint8 keyCode);
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uint8 keyCode);
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virtual bool acceptLockToggleAction(
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virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor, uint8 keyCode);
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ObjectID dObj,
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ObjectID enactor,
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uint8 keyCode);
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// Mix this object with another.
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// Mix this object with another.
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bool acceptMix(ObjectID dObj, ObjectID enactor, ObjectID mixObj);
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bool acceptMix(ObjectID dObj, ObjectID enactor, ObjectID mixObj);
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@ -717,7 +714,7 @@ public:
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ObjectID dObj,
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ObjectID dObj,
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ObjectID enactor,
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ObjectID enactor,
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uint8 keyCode);
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uint8 keyCode);
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virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor);
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virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor, uint8 keyCode);
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// Insert another object into this object
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// Insert another object into this object
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bool acceptInsertionAction(
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bool acceptInsertionAction(
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@ -208,18 +208,18 @@ void WeaponStuff::addEffect(WeaponEffect *we) {
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void WeaponStuff::addEffect(Common::SeekableReadStream *stream) {
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void WeaponStuff::addEffect(Common::SeekableReadStream *stream) {
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WeaponEffect *we;
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WeaponEffect *we;
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int16 item = stream->readSint16LE(); // spell ID
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/*int16 item = */stream->readSint16LE(); // spell ID
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int16 effectGroup = stream->readSint16LE(); // effect group
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int16 effectGroup = stream->readSint16LE(); // effect group
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if (effectGroup == effectStrike) {
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if (effectGroup == effectStrike) {
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effectDamageTypes effectType = (effectDamageTypes)stream->readSint16LE(); // effect ID
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effectDamageTypes effectType = (effectDamageTypes)stream->readSint16LE(); // effect ID
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int16 targeting = stream->readSint16LE(); // targeting
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/*int16 targeting = */stream->readSint16LE(); // targeting
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int16 baseDice = stream->readSint16LE(); // base dice
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int16 baseDice = stream->readSint16LE(); // base dice
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int16 skillDice = stream->readSint16LE(); // skill dice
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int16 skillDice = stream->readSint16LE(); // skill dice
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int16 baseDamage = stream->readSint16LE(); // attrib change
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int16 baseDamage = stream->readSint16LE(); // attrib change
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int16 skillDamage = stream->readSint16LE(); // attrib change
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int16 skillDamage = stream->readSint16LE(); // attrib change
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int16 reserved0 = stream->readSint16LE(); // min enchant
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/*int16 reserved0 = */stream->readSint16LE(); // min enchant
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int16 reserved1 = stream->readSint16LE(); // min enchant
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/* int16 reserved1 = */stream->readSint16LE(); // min enchant
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int16 diceSides = stream->readSint16LE();
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int16 diceSides = stream->readSint16LE();
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if (diceSides == 0)
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if (diceSides == 0)
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