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Fixed MSVC warnings
svn-id: r8030
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a871dfafaf
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@ -1187,7 +1187,7 @@ bool SkyLogic::fnNormalMouse(uint32 a, uint32 b, uint32 c) {
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}
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bool SkyLogic::fnBlankMouse(uint32 a, uint32 b, uint32 c) {
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return _skyMouse->fnBlankMouse();
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return (_skyMouse->fnBlankMouse() != 0);
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}
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bool SkyLogic::fnCrossMouse(uint32 a, uint32 b, uint32 c) {
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@ -1441,7 +1441,7 @@ bool SkyLogic::fnWeWait(uint32 id, uint32 b, uint32 c) {
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// We have hit another mega
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// we are going to wait for it to move
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_compact->extCompact->waitingFor = id;
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_compact->extCompact->waitingFor = (uint16) id;
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stopAndWait();
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return true; // not sure about this
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}
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@ -1486,6 +1486,8 @@ bool SkyLogic::fnCheckRequest(uint32 a, uint32 b, uint32 c) {
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}
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bool SkyLogic::fnStartMenu(uint32 firstObject, uint32 b, uint32 c) {
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uint i;
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// initialise the top menu bar
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// firstObject is o0 for game menu, k0 for linc
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@ -1504,7 +1506,7 @@ bool SkyLogic::fnStartMenu(uint32 firstObject, uint32 b, uint32 c) {
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// sort the objects and pad with blanks
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uint32 menuLength = 0;
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for (uint i = firstObject; i < firstObject + ARRAYSIZE(_objectList); i++) {
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for (i = firstObject; i < firstObject + ARRAYSIZE(_objectList); i++) {
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if ( _scriptVariables[i] )
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_objectList[menuLength++] = _scriptVariables[i];
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}
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@ -1513,13 +1515,13 @@ bool SkyLogic::fnStartMenu(uint32 firstObject, uint32 b, uint32 c) {
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// (3) OK, NOW TOP UP THE LIST WITH THE REQUIRED NO. OF BLANK OBJECTS (for min display length 11)
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uint32 blankID = 51;
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for (uint i = menuLength; i < 11; i++)
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for (i = menuLength; i < 11; i++)
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_objectList[i] = blankID++;
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// (4) KILL ID's OF ALL 20 OBJECTS SO UNWANTED ICONS (SCROLLED OFF) DON'T REMAIN ON SCREEN
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// (There should be a better way of doing this - only kill id of 12th item when menu has scrolled right)
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for (int i = 0; i < ARRAYSIZE(_objectList); i++) {
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for (i = 0; i < ARRAYSIZE(_objectList); i++) {
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if (_objectList[i])
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(SkyState::fetchCompact(_objectList[i]))->status = ST_LOGIC;
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}
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@ -1534,7 +1536,7 @@ bool SkyLogic::fnStartMenu(uint32 firstObject, uint32 b, uint32 c) {
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// (6) AND FINALLY, INITIALISE THE 11 OBJECTS SO THEY APPEAR ON SCREEEN
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uint16 rollingX = 128 + 28;
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for (int i = 0; i < 11; i++) {
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for (i = 0; i < 11; i++) {
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cpt = SkyState::fetchCompact(
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_objectList[_scriptVariables[SCROLL_OFFSET] + i]);
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@ -366,7 +366,7 @@ lowTextManager_t SkyText::lowTextManager(uint32 textNum, uint16 width, uint16 lo
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cpt->logic = logicNum;
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cpt->status = ST_LOGIC | ST_FOREGROUND | ST_RECREATE;
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cpt->screen = SkyLogic::_scriptVariables[SCREEN];
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cpt->screen = (uint16) SkyLogic::_scriptVariables[SCREEN];
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struct lowTextManager_t ret;
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ret.textData = _dtData;
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