forked from github/server
eliminate intellisense warnings.
OCD kind of stuff. Visual Studio complains about these, but they aren't really anything severe.
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parent
3e2ee057c6
commit
8e611d759d
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@ -127,11 +127,11 @@ static int tolua_faction_set_magic(lua_State * L)
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{
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{
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faction *self = (faction *) tolua_tousertype(L, 1, 0);
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faction *self = (faction *) tolua_tousertype(L, 1, 0);
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const char *type = tolua_tostring(L, 2, 0);
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const char *type = tolua_tostring(L, 2, 0);
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magic_t mtype;
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int mtype;
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for (mtype = 0; mtype != MAXMAGIETYP; ++mtype) {
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for (mtype = 0; mtype != MAXMAGIETYP; ++mtype) {
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if (strcmp(magic_school[mtype], type) == 0) {
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if (strcmp(magic_school[mtype], type) == 0) {
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self->magiegebiet = mtype;
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self->magiegebiet = (magic_t)mtype;
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break;
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break;
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}
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}
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}
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}
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@ -23,7 +23,7 @@ static int tolua_run_mapper(lua_State * L)
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static int tolua_highlight_region(lua_State * L)
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static int tolua_highlight_region(lua_State * L)
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{
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{
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region *r = tolua_tousertype(L, 1, 0);
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region *r = (region *)tolua_tousertype(L, 1, 0);
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int select = tolua_toboolean(L, 2, 0);
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int select = tolua_toboolean(L, 2, 0);
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highlight_region(r, select);
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highlight_region(r, select);
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return 0;
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return 0;
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@ -273,7 +273,7 @@ static int tolua_unit_get_magic(lua_State * L)
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static void unit_setmagic(unit * u, const char *type)
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static void unit_setmagic(unit * u, const char *type)
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{
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{
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sc_mage *mage = get_mage(u);
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sc_mage *mage = get_mage(u);
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magic_t mtype;
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int mtype;
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for (mtype = 0; mtype != MAXMAGIETYP; ++mtype) {
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for (mtype = 0; mtype != MAXMAGIETYP; ++mtype) {
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if (strcmp(magic_school[mtype], type) == 0)
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if (strcmp(magic_school[mtype], type) == 0)
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break;
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break;
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@ -281,7 +281,7 @@ static void unit_setmagic(unit * u, const char *type)
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if (mtype == MAXMAGIETYP)
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if (mtype == MAXMAGIETYP)
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return;
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return;
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if (mage == NULL) {
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if (mage == NULL) {
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mage = create_mage(u, mtype);
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mage = create_mage(u, (magic_t)mtype);
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}
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}
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}
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}
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@ -3404,7 +3404,7 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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for (itm = u->items; itm; itm = itm->next) {
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for (itm = u->items; itm; itm = itm->next) {
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if (itm->type->rtype->atype) {
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if (itm->type->rtype->atype) {
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if (i_canuse(u, itm->type)) {
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if (i_canuse(u, itm->type)) {
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struct armor *adata = malloc(sizeof(armor)), **aptr;
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struct armor *adata = (struct armor *)malloc(sizeof(armor)), **aptr;
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adata->atype = itm->type->rtype->atype;
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adata->atype = itm->type->rtype->atype;
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adata->count = itm->number;
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adata->count = itm->number;
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for (aptr = &fig->armors; *aptr; aptr = &(*aptr)->next) {
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for (aptr = &fig->armors; *aptr; aptr = &(*aptr)->next) {
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@ -376,7 +376,7 @@ const building_type *findbuildingtype(const char *name,
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quicklist *ql = buildingtypes;
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quicklist *ql = buildingtypes;
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int qi;
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int qi;
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bn = calloc(sizeof(local_names), 1);
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bn = (local_names *)calloc(sizeof(local_names), 1);
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bn->next = bnames;
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bn->next = bnames;
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bn->lang = lang;
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bn->lang = lang;
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