cppcheck warning fixes, including a real fix for bad iterator code.
parent
529e28530d
commit
d35b8b4111
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@ -1266,16 +1266,15 @@ void intDisplayPIEView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL
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MESSAGE *psMessage = (MESSAGE *)Form->pUserData;
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UDWORD x0,y0,x1,y1;
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SWORD image = -1;
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RESEARCH *psResearch;
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RESEARCH *psResearch;
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//shouldn't have any proximity messages here...
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if (psMessage->type == MSG_PROXIMITY)
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// Should not have any proximity messages here...
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if (!psMessage || psMessage->type == MSG_PROXIMITY)
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{
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return;
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}
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if (psMessage && psMessage->pViewData)
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if (psMessage->pViewData)
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{
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x0 = xOffset+Form->x;
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y0 = yOffset+Form->y;
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@ -1321,12 +1320,12 @@ void intDisplayFLICView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DEC
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VIEW_RESEARCH *psViewResearch;
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//shouldn't have any proximity messages here...
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if (psMessage->type == MSG_PROXIMITY)
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if (!psMessage || psMessage->type == MSG_PROXIMITY)
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{
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return;
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}
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if (psMessage && psMessage->pViewData)
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if (psMessage->pViewData)
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{
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OpenButtonRender((UWORD)(xOffset+Form->x), (UWORD)(yOffset+Form->y),
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Form->width, Form->height);
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@ -1350,7 +1349,6 @@ void intDisplayFLICView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DEC
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seq_RenderVideoToBuffer(psViewResearch->sequenceName, SEQUENCE_HOLD);
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CloseButtonRender();
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}
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}
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#endif
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@ -650,7 +650,7 @@ bool recvStructureCheck(NETQUEUE queue)
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buildStructure(&asStructureStats[j], pS->pos.x, pS->pos.y, pS->player, false);
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// Check it is finished
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if (pS && pS->status != SS_BUILT)
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if (pS->status != SS_BUILT)
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{
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pS->id = ref;
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pS->status = SS_BUILT;
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@ -176,7 +176,8 @@ static QScriptValue js_queue(QScriptContext *context, QScriptEngine *engine)
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void scriptRemoveObject(const BASE_OBJECT *psObj)
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{
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for (QHash<int, bindNode>::iterator i = bindings.find(psObj->id); i != bindings.end(); i++)
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QHash<int, bindNode>::iterator i = bindings.find(psObj->id);
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while (i != bindings.end() && i.key() == psObj->id)
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{
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int id = i.key();
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bindNode node = i.value();
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@ -187,7 +188,7 @@ void scriptRemoveObject(const BASE_OBJECT *psObj)
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args += convMax(psObj, node.engine);
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callFunction(node.engine, node.funcName, args);
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}
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bindings.erase(i);
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i = bindings.erase(i);
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}
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}
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