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SAGA2: Fix more warnings
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ce490339db
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@ -632,7 +632,7 @@ bool HuntToKillAssignment::isValid(void) {
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// If the target actor is already dead, then this is not a valid
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// assignment
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if (flags & specificActor) {
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SpecificActorTarget *sat = (SpecificActorTarget *)getTarget();
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const SpecificActorTarget *sat = (const SpecificActorTarget *)getTarget();
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if (sat->getTargetActor()->isDead()) return false;
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}
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@ -657,7 +657,7 @@ bool HuntToKillAssignment::taskNeeded(void) {
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// If we're hunting a specific actor, we only need a task if that
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// actor is still alive.
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if (flags & specificActor) {
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SpecificActorTarget *sat = (SpecificActorTarget *)getTarget();
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const SpecificActorTarget *sat = (const SpecificActorTarget *)getTarget();
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return !sat->getTargetActor()->isDead();
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}
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@ -163,7 +163,7 @@ singleBuffer::singleBuffer(size_t newSize, audioInterface *sd, int16 newID)
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targetSated = false;
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ailSampleHandle = AIL_allocate_sample_handle(sd->dig);
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if (ailSampleHandle == NULL)
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audioFatal("Unable to allocate audio handle");
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error("Unable to allocate audio handle");
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AIL_init_sample(ailSampleHandle);
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AILLOCated = -1;
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audioSet = 0;
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@ -194,7 +194,7 @@ musicBuffer::musicBuffer(size_t newSize, audioInterface *sd, int16 newID)
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targetSated = false;
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ailSampleHandle = AIL_allocate_sequence_handle(sd->mid);
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if (ailSampleHandle == NULL)
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audioFatal("Unable to allocate music handle");
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error("Unable to allocate music handle");
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data[1] = NULL;
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audioSet = 0;
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}
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@ -155,7 +155,8 @@ public:
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soundDecoder(const soundDecoder &src);
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bool operator==(const soundDecoder &src2) const;
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inline operator bool() const {
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return (bool) readf != NULL;
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warning("STUB: soundDecoder::bool()");
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return true;
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}
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void setNext(soundDecoder *sd) {
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@ -282,7 +282,7 @@ public:
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// volume and enabled calls
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bool active(void);
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bool activeDIG(void) {
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return dig != NULL;
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return true;
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}
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bool enabled(volumeTarget i);
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void enable(volumeTarget i, bool onOff);
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