Initialise psFeature->lastHitWeapon to avoid valgrind warning found by Safety0ff.

Also changed lastHitWeapon from UDWORD to WEAPON_SUBCLASS.
master
Cyp 2010-11-21 14:18:31 +01:00
parent ea1e76a09d
commit 00d69c1317
5 changed files with 5 additions and 4 deletions

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@ -891,7 +891,7 @@ void actionUpdateDroid(DROID *psDroid)
psDroid->actionStarted += (gameTime - psDroid->timeLastHit);
//reset the lastHit parameters
psDroid->timeLastHit = 0;
psDroid->lastHitWeapon = UDWORD_MAX;
psDroid->lastHitWeapon = WSC_NUM_WEAPON_SUBCLASSES;
}
else
{

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@ -81,7 +81,7 @@ typedef struct _tilePos
UBYTE inFire; /**< true if the object is in a fire */ \
UWORD numWatchedTiles; /**< Number of watched tiles, zero for features */ \
UDWORD lastEmission; /**< When did it last puff out smoke? */ \
UDWORD lastHitWeapon; /**< The weapon that last hit it */ \
WEAPON_SUBCLASS lastHitWeapon; /**< The weapon that last hit it */ \
UDWORD timeLastHit; /**< The time the structure was last attacked */ \
UDWORD body; /**< Hit points with lame name */ \
UDWORD burnStart; /**< When the object entered the fire */ \

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@ -2540,7 +2540,7 @@ DROID *reallyBuildDroid(DROID_TEMPLATE *pTemplate, UDWORD x, UDWORD y, UDWORD pl
psDroid->lastEmission = 0;
psDroid->bTargetted = false;
psDroid->timeLastHit = UDWORD_MAX;
psDroid->lastHitWeapon = UDWORD_MAX; // no such weapon
psDroid->lastHitWeapon = WSC_NUM_WEAPON_SUBCLASSES; // no such weapon
// it was never drawn before
psDroid->sDisplay.frameNumber = 0;

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@ -324,6 +324,7 @@ FEATURE * buildFeature(FEATURE_STATS *psStats, UDWORD x, UDWORD y,BOOL FromSave)
objEcmCache((BASE_OBJECT *)psFeature, NULL);
psFeature->bTargetted = false;
psFeature->timeLastHit = 0;
psFeature->lastHitWeapon = WSC_NUM_WEAPON_SUBCLASSES; // no such weapon
// it has never been drawn
psFeature->sDisplay.frameNumber = 0;

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@ -1745,7 +1745,7 @@ STRUCTURE* buildStructureDir(STRUCTURE_STATS *pStructureType, UDWORD x, UDWORD y
psBuilding->lastEmission = 0;
psBuilding->timeLastHit = 0;
psBuilding->lastHitWeapon = UDWORD_MAX; // no such weapon
psBuilding->lastHitWeapon = WSC_NUM_WEAPON_SUBCLASSES; // no such weapon
psBuilding->inFire = 0;
psBuilding->burnStart = 0;