diff --git a/GeneralsMD/Code/GameEngine/Source/Common/PartitionSolver.cpp b/GeneralsMD/Code/GameEngine/Source/Common/PartitionSolver.cpp index 263a2c93ed..b8fb00faf2 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/PartitionSolver.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/PartitionSolver.cpp @@ -77,7 +77,7 @@ void PartitionSolver::solve(void) Int minSizeForAllData = 0; Int slotsAllotted = 0; - Int i, j; + size_t i, j; // first, determine whether there is an actual solution, or we're going to have to fudge it. for (i = 0; i < m_data.size(); ++i) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/AcademyStats.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/AcademyStats.cpp index 693e54666d..d049508161 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/AcademyStats.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/AcademyStats.cpp @@ -1081,7 +1081,7 @@ Bool AcademyStats::calculateAcademyAdvice( AcademyAdviceInfo *info ) info->numTips = 0; //Build the header for each string. - for( Int i = 0; i < maxAdviceTips; i++ ) + for( UnsignedInt i = 0; i < maxAdviceTips; i++ ) { info->advice[ i ].format( UnicodeString( L"\n\n" ) ); } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp index c2606e4130..c8ee735ee6 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp @@ -80,7 +80,7 @@ void ProductionPrerequisite::init() //============================================================================= void ProductionPrerequisite::resolveNames() { - for (Int i = 0; i < m_prereqUnits.size(); i++) + for (size_t i = 0; i < m_prereqUnits.size(); i++) { // @@ -121,7 +121,7 @@ Int ProductionPrerequisite::calcNumPrereqUnitsOwned(const Player *player, Int co Int ProductionPrerequisite::getAllPossibleBuildFacilityTemplates(const ThingTemplate* tmpls[], Int maxtmpls) const { Int count = 0; - for (int i = 0; i < m_prereqUnits.size(); i++) + for (size_t i = 0; i < m_prereqUnits.size(); i++) { if (i > 0 && !(m_prereqUnits[i].flags & UNIT_OR_WITH_PREV)) break; @@ -216,7 +216,7 @@ void ProductionPrerequisite::addUnitPrereq( AsciiString unit, Bool orUnitWithPre void ProductionPrerequisite::addUnitPrereq( const std::vector& units ) { Bool orWithPrevious = false; - for (int i = 0; i < units.size(); ++i) + for (size_t i = 0; i < units.size(); ++i) { addUnitPrereq(units[i], orWithPrevious); orWithPrevious = true; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp index d53e2639d8..500d7b5057 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp @@ -255,7 +255,7 @@ SpecialPowerStore::~SpecialPowerStore( void ) { // delete all templates - for( Int i = 0; i < m_specialPowerTemplates.size(); ++i ) + for( size_t i = 0; i < m_specialPowerTemplates.size(); ++i ) m_specialPowerTemplates[ i ]->deleteInstance(); // erase the list @@ -272,7 +272,7 @@ SpecialPowerTemplate* SpecialPowerStore::findSpecialPowerTemplatePrivate( AsciiS { // search the template list for matching name - for( Int i = 0; i < m_specialPowerTemplates.size(); ++i ) + for( size_t i = 0; i < m_specialPowerTemplates.size(); ++i ) if( m_specialPowerTemplates[ i ]->getName() == name ) return m_specialPowerTemplates[ i ]; @@ -287,7 +287,7 @@ const SpecialPowerTemplate *SpecialPowerStore::findSpecialPowerTemplateByID( Uns { // search the template list for matching name - for( Int i = 0; i < m_specialPowerTemplates.size(); ++i ) + for( size_t i = 0; i < m_specialPowerTemplates.size(); ++i ) if( m_specialPowerTemplates[ i ]->getID() == id ) return m_specialPowerTemplates[ i ]; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameState.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameState.cpp index 05418b7659..b67477457e 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameState.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameState.cpp @@ -413,7 +413,7 @@ static void findHighFileNumber( AsciiString filename, void *userData ) // strip off the extension at the end of the filename AsciiString nameOnly = filename; - for( Int count = 0; count < strlen( SAVE_GAME_EXTENSION ); count++ ) + for( size_t count = 0; count < strlen( SAVE_GAME_EXTENSION ); count++ ) nameOnly.removeLastChar(); // convert filename (which is only numbers) to a number diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp index 663491e05c..bd79db93ee 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp @@ -3371,7 +3371,7 @@ void ControlBar::populateSpecialPowerShortcut( Player *player) //button specifying a vector of sciences in the command button. Int bestIndex = -1; ScienceType science; - for( Int scienceIndex = 0; scienceIndex < commandButton->getScienceVec().size(); ++scienceIndex ) + for( size_t scienceIndex = 0; scienceIndex < commandButton->getScienceVec().size(); ++scienceIndex ) { science = commandButton->getScienceVec()[ scienceIndex ]; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp index b70db6f1ea..a61b397177 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp @@ -369,7 +369,7 @@ void ControlBar::populateCommand( Object *obj ) //button specifying a vector of sciences in the command button. Int bestIndex = -1; ScienceType science; - for( Int scienceIndex = 0; scienceIndex < commandButton->getScienceVec().size(); ++scienceIndex ) + for( size_t scienceIndex = 0; scienceIndex < commandButton->getScienceVec().size(); ++scienceIndex ) { science = commandButton->getScienceVec()[ scienceIndex ]; @@ -1237,7 +1237,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com if( TheUpgradeCenter->canAffordUpgrade( player, command->getUpgradeTemplate() ) == FALSE ) return COMMAND_RESTRICTED;//COMMAND_CANT_AFFORD; - for( Int i = 0; i < command->getScienceVec().size(); i++ ) + for( size_t i = 0; i < command->getScienceVec().size(); i++ ) { ScienceType st = command->getScienceVec()[ i ]; if( !player->hasScience( st ) ) @@ -1273,7 +1273,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com if( TheUpgradeCenter->canAffordUpgrade( player, command->getUpgradeTemplate() ) == FALSE ) return COMMAND_RESTRICTED;//COMMAND_CANT_AFFORD; - for( Int i = 0; i < command->getScienceVec().size(); i++ ) + for( size_t i = 0; i < command->getScienceVec().size(); i++ ) { ScienceType st = command->getScienceVec()[ i ]; if( !player->hasScience( st ) ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommandProcessing.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommandProcessing.cpp index 27ea05cb72..164be6da8b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommandProcessing.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommandProcessing.cpp @@ -869,7 +869,7 @@ CBCommandStatus ControlBar::processCommandUI( GameWindow *control, ScienceType st = SCIENCE_INVALID; Player *player = ThePlayerList->getLocalPlayer(); - for(Int i = 0; i < commandButton->getScienceVec().size(); ++i) + for(size_t i = 0; i < commandButton->getScienceVec().size(); ++i) { st = commandButton->getScienceVec()[ i ]; if(!player->hasScience(st) && TheScienceStore->playerHasPrereqsForScience(player, st) && TheScienceStore->getSciencePurchaseCost(st) <= player->getSciencePurchasePoints()) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarPopupDescription.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarPopupDescription.cpp index dcddb56f4b..2dd0ffcaae 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarPopupDescription.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarPopupDescription.cpp @@ -270,7 +270,7 @@ void ControlBar::populateBuildTooltipLayout( const CommandButton *commandButton, { if( commandButton->getScienceVec().size() > 1 ) { - for(Int j = 0; j < commandButton->getScienceVec().size(); ++j) + for(size_t j = 0; j < commandButton->getScienceVec().size(); ++j) { st = commandButton->getScienceVec()[ j ]; @@ -493,7 +493,7 @@ void ControlBar::populateBuildTooltipLayout( const CommandButton *commandButton, { //Do we have a prerequisite science? - for( Int i = 0; i < commandButton->getScienceVec().size(); i++ ) + for( size_t i = 0; i < commandButton->getScienceVec().size(); i++ ) { ScienceType st = commandButton->getScienceVec()[ i ]; if( !player->hasScience( st ) ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp index 97a2751f75..97c1367704 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp @@ -1511,7 +1511,7 @@ void populatePlayerInfo( Player *player, Int pos) AcademyAdviceInfo info; if( player->getAcademyStats()->calculateAcademyAdvice( &info ) ) { - for( Int i = 0; i < info.numTips; i++ ) + for( UnsignedInt i = 0; i < info.numTips; i++ ) { GadgetListBoxAddEntryText( listboxAcademyWindowScoreScreen, info.advice[ i ], GameSpyColor[GSCOLOR_DEFAULT], -1 ); } diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp index ee53c2779e..e70a626b0a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp @@ -218,7 +218,7 @@ GameClient::~GameClient() TheVideoPlayer = NULL; // destroy all translators - for( Int i = 0; i < m_numTranslators; i++ ) + for( UnsignedInt i = 0; i < m_numTranslators; i++ ) TheMessageStream->removeTranslator( m_translators[ i ] ); m_numTranslators = 0; m_commandTranslator = NULL; @@ -1124,7 +1124,7 @@ void GameClient::preloadAssets( TimeOfDay timeOfDay ) GlobalMemoryStatus(&before); extern std::vector debrisModelNamesGlobalHack; - Int i=0; + size_t i=0; for (; ipreloadModelAssets(debrisModelNamesGlobalHack[i]); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp index 44838e6968..ca33b4c337 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -3491,7 +3491,7 @@ void InGameUI::postDraw( void ) UnsignedByte r, g, b, a; GameGetColorComponents( m_militarySubtitle->color, &r, &g, &b, &a ); dropColor = GameMakeColor( 0, 0, 0, a ); - for(Int i = 0; i <= m_militarySubtitle->currentDisplayString; i++) + for(UnsignedInt i = 0; i <= m_militarySubtitle->currentDisplayString; i++) { m_militarySubtitle->displayStrings[i]->draw(pos.x,pos.y, m_militarySubtitle->color,dropColor ); Int height; @@ -4123,7 +4123,7 @@ void InGameUI::removeMilitarySubtitle( void ) TheInGameUI->clearTooltipsDisabled(); // loop through and free up the display strings - for(Int i = 0; i <= m_militarySubtitle->currentDisplayString; i ++) + for(UnsignedInt i = 0; i <= m_militarySubtitle->currentDisplayString; i ++) { TheDisplayStringManager->freeDisplayString(m_militarySubtitle->displayStrings[i]); m_militarySubtitle->displayStrings[i] = NULL; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/MapUtil.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/MapUtil.cpp index fa1dca801a..8e1c83cd23 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/MapUtil.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/MapUtil.cpp @@ -579,7 +579,7 @@ Bool MapCache::loadUserMaps() { AsciiString endingStr; AsciiString fname = s+1; - for (Int i=0; i v = TheScienceStore->friend_getScienceNames(); - for (int i = 0; i < v.size(); ++i) + for (size_t i = 0; i < v.size(); ++i) { ScienceType st = TheScienceStore->getScienceFromInternalName(v[i]); if (st != SCIENCE_INVALID && TheScienceStore->isScienceGrantable(st)) diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/CountermeasuresBehavior.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/CountermeasuresBehavior.cpp index b9e27755a7..7aac00c598 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/CountermeasuresBehavior.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/CountermeasuresBehavior.cpp @@ -301,7 +301,7 @@ void CountermeasuresBehavior::launchVolley() Object *obj = getObject(); Real volleySize = (Real)data->m_volleySize; - for( int i = 0; i < data->m_volleySize; i++ ) + for( UnsignedInt i = 0; i < data->m_volleySize; i++ ) { //Each flare in a volley will calculate a different vector to fly out. We have a +/- angle to //spread out equally. With only one flare, it'll come straight out the back. Two flares will diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/DumbProjectileBehavior.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/DumbProjectileBehavior.cpp index aa6e71a41c..e39470c194 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/DumbProjectileBehavior.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/DumbProjectileBehavior.cpp @@ -705,7 +705,7 @@ UpdateSleepTime DumbProjectileBehavior::update() void DumbProjectileBehavior::displayFlightPath() { extern void addIcon(const Coord3D *pos, Real width, Int numFramesDuration, RGBColor color); - for( Int pointIndex = 0; pointIndex < m_flightPath.size(); ++pointIndex ) + for( size_t pointIndex = 0; pointIndex < m_flightPath.size(); ++pointIndex ) { addIcon(&m_flightPath[pointIndex], TheGlobalData->m_debugProjectileTileWidth, TheGlobalData->m_debugProjectileTileDuration, diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/InstantDeathBehavior.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/InstantDeathBehavior.cpp index 1dee7bc888..438da60844 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/InstantDeathBehavior.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/InstantDeathBehavior.cpp @@ -136,12 +136,12 @@ void InstantDeathBehavior::onDie( const DamageInfo *damageInfo ) const InstantDeathBehaviorModuleData* d = getInstantDeathBehaviorModuleData(); - Int idx, listSize; + size_t idx, listSize; listSize = d->m_fx.size(); if (listSize > 0) { - idx = GameLogicRandomValue(0, listSize-1); + idx = (size_t)GameLogicRandomValue(0, listSize-1); const FXListVec& v = d->m_fx; DEBUG_ASSERTCRASH(idx>=0&&idxm_ocls.size(); if (listSize > 0) { - idx = GameLogicRandomValue(0, listSize-1); + idx = (size_t)GameLogicRandomValue(0, listSize-1); const OCLVec& v = d->m_ocls; DEBUG_ASSERTCRASH(idx>=0&&idxm_weapons.size(); if (listSize > 0) { - idx = GameLogicRandomValue(0, listSize-1); + idx = (size_t)GameLogicRandomValue(0, listSize-1); const WeaponTemplateVec& v = d->m_weapons; DEBUG_ASSERTCRASH(idx>=0&&idxgetControllingPlayer()->getDefaultTeam(); Object *newObj = TheThingFactory->newObject( unitType, creationTeam ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Locomotor.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Locomotor.cpp index 984973e1b1..59f3b4a279 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Locomotor.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Locomotor.cpp @@ -2745,7 +2745,7 @@ void LocomotorSet::xferSelfAndCurLocoPtr(Xfer *xfer, Locomotor** loco) } else { - for (int i = 0; i < m_locomotors.size(); ++i) + for (size_t i = 0; i < m_locomotors.size(); ++i) { if (m_locomotors[i]->getTemplateName() == name) { @@ -2763,7 +2763,7 @@ void LocomotorSet::xferSelfAndCurLocoPtr(Xfer *xfer, Locomotor** loco) //------------------------------------------------------------------------------------------------- void LocomotorSet::clear() { - for (int i = 0; i < m_locomotors.size(); ++i) + for (size_t i = 0; i < m_locomotors.size(); ++i) { if (m_locomotors[i]) m_locomotors[i]->deleteInstance(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp index 2acf1ac050..53f9bc02d3 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp @@ -322,7 +322,7 @@ class DeliverPayloadNugget : public ObjectCreationNugget } Object *firstTransport = NULL; - for( Int formationIndex = 0; formationIndex < m_formationSize; formationIndex++ ) + for( UnsignedInt formationIndex = 0; formationIndex < m_formationSize; formationIndex++ ) { Coord3D offset; offset.zero(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp index 4500525a57..c179ef6df6 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp @@ -841,7 +841,7 @@ Bool AIUpdateInterface::chooseLocomotorSetExplicit(LocomotorSetType wst) { m_locomotorSet.clear(); m_curLocomotor = NULL; - for (Int i = 0; i < set->size(); ++i) + for (size_t i = 0; i < set->size(); ++i) { const LocomotorTemplate* lt = set->at(i); if (lt) diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/ChinookAIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/ChinookAIUpdate.cpp index 091e4185eb..e5e216bff7 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/ChinookAIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/ChinookAIUpdate.cpp @@ -657,7 +657,7 @@ class ChinookCombatDropState : public State } UnsignedInt now = TheGameLogic->getFrame(); - for (Int i = 0; i < m_ropes.size(); ++i) + for (size_t i = 0; i < m_ropes.size(); ++i) { if (m_ropes[i].ropeDrawable) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp index 75a770a214..9812d7b55d 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp @@ -96,7 +96,7 @@ DockUpdate::DockUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateMod m_approachPositionReached.resize(DEFAULT_APPROACH_VECTOR_SIZE); } - for( Int vectorIndex = 0; vectorIndex < m_approachPositions.size(); ++vectorIndex ) + for( size_t vectorIndex = 0; vectorIndex < m_approachPositions.size(); ++vectorIndex ) { // Whatever size we are, init everything. m_approachPositions[vectorIndex].zero(); @@ -118,7 +118,7 @@ Bool DockUpdate::isClearToApproach( Object const* docker ) const ObjectID dockerID = docker->getID(); - for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) + for( size_t positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) { if( m_approachPositionOwners[positionIndex] == INVALID_ID ) { @@ -315,7 +315,7 @@ void DockUpdate::getExitPosition( Object* docker, Coord3D *position ) void DockUpdate::onApproachReached( Object* docker ) { ObjectID dockerID = docker->getID(); - for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) + for( size_t positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) { if( m_approachPositionOwners[positionIndex] == dockerID ) { @@ -335,7 +335,7 @@ void DockUpdate::onEnterReached( Object* docker ) m_dockerInside = TRUE; ObjectID dockerID = docker->getID(); - for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) + for( size_t positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) { if( m_approachPositionOwners[positionIndex] == dockerID ) { @@ -381,7 +381,7 @@ void DockUpdate::onExitReached( Object* docker ) void DockUpdate::cancelDock( Object* docker ) { ObjectID dockerID = docker->getID(); - for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) + for( size_t positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex ) { if( m_approachPositionOwners[positionIndex] == dockerID ) { @@ -418,7 +418,7 @@ UpdateSleepTime DockUpdate::update() if( m_activeDocker == INVALID_ID && !m_dockCrippled ) { // if setDockCrippled has been called, I will never give enterance permission. - for( Int positionIndex = 0; positionIndex < m_approachPositionReached.size(); ++positionIndex ) + for( size_t positionIndex = 0; positionIndex < m_approachPositionReached.size(); ++positionIndex ) { if( m_approachPositionReached[positionIndex] ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp index 89ba4e2022..0873b59b77 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp @@ -307,7 +307,7 @@ void EMPUpdate::doDisableAttack( void ) UnsignedInt emitterCount = MAX(15, REAL_TO_INT_CEIL(data->m_sparksPerCubicFoot * victimVolume)); - for (Int e = 0 ; e < emitterCount; ++e) + for (UnsignedInt e = 0 ; e < emitterCount; ++e) { ParticleSystem *sys = TheParticleSystemManager->createParticleSystem(tmp); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ParticleUplinkCannonUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ParticleUplinkCannonUpdate.cpp index 68c2716aee..971066dcbb 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ParticleUplinkCannonUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ParticleUplinkCannonUpdate.cpp @@ -799,7 +799,7 @@ void ParticleUplinkCannonUpdate::createOuterNodeParticleSystems( IntensityTypes if( tmp ) { ParticleSystem *system; - for( int i = 0; i < data->m_outerEffectNumBones; i++ ) + for( UnsignedInt i = 0; i < data->m_outerEffectNumBones; i++ ) { system = TheParticleSystemManager->createParticleSystem( tmp ); if( system ) @@ -844,7 +844,7 @@ void ParticleUplinkCannonUpdate::createConnectorLasers( IntensityTypes intensity const ThingTemplate *thingTemplate = TheThingFactory->findTemplate( str ); if( thingTemplate ) { - for( int i = 0; i < data->m_outerEffectNumBones; i++ ) + for( UnsignedInt i = 0; i < data->m_outerEffectNumBones; i++ ) { Drawable *beam = TheThingFactory->newDrawable( thingTemplate ); if( beam ) @@ -1021,7 +1021,7 @@ void ParticleUplinkCannonUpdate::createGroundHitParticleSystem( IntensityTypes i void ParticleUplinkCannonUpdate::removeAllEffects() { const ParticleUplinkCannonUpdateModuleData *data = getParticleUplinkCannonUpdateModuleData(); - for( int i = 0; i < data->m_outerEffectNumBones; i++ ) + for( UnsignedInt i = 0; i < data->m_outerEffectNumBones; i++ ) { if( m_outerSystemIDs && m_outerSystemIDs[ i ] ) { @@ -1074,7 +1074,7 @@ Bool ParticleUplinkCannonUpdate::calculateDefaultInformation() return FALSE; } - for( int i = 0; i < data->m_outerEffectNumBones; i++ ) + for( UnsignedInt i = 0; i < data->m_outerEffectNumBones; i++ ) { m_laserBeamIDs[ i ] = INVALID_DRAWABLE_ID; m_outerSystemIDs[ i ] = INVALID_PARTICLE_SYSTEM_ID; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp index fddde9868a..5f81a9f4f0 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp @@ -1515,7 +1515,7 @@ WeaponStore::~WeaponStore() { deleteAllDelayedDamage(); - for (Int i = 0; i < m_weaponTemplateVector.size(); i++) + for (size_t i = 0; i < m_weaponTemplateVector.size(); i++) { WeaponTemplate* wt = m_weaponTemplateVector[i]; if (wt) @@ -1570,7 +1570,7 @@ const WeaponTemplate *WeaponStore::findWeaponTemplate( AsciiString name ) const WeaponTemplate *WeaponStore::findWeaponTemplatePrivate( NameKeyType key ) const { // search weapon list for name - for (Int i = 0; i < m_weaponTemplateVector.size(); i++) + for (size_t i = 0; i < m_weaponTemplateVector.size(); i++) if( m_weaponTemplateVector[ i ]->getNameKey() == key ) return m_weaponTemplateVector[i]; @@ -1639,7 +1639,7 @@ void WeaponStore::deleteAllDelayedDamage() void WeaponStore::resetWeaponTemplates( void ) { - for (Int i = 0; i < m_weaponTemplateVector.size(); i++) + for (size_t i = 0; i < m_weaponTemplateVector.size(); i++) { WeaponTemplate* wt = m_weaponTemplateVector[i]; wt->reset(); @@ -1651,7 +1651,7 @@ void WeaponStore::resetWeaponTemplates( void ) void WeaponStore::reset() { // clean up any overriddes. - for (Int i = 0; i < m_weaponTemplateVector.size(); ++i) + for (size_t i = 0; i < m_weaponTemplateVector.size(); ++i) { WeaponTemplate *wt = m_weaponTemplateVector[i]; if (wt->isOverride()) @@ -1688,7 +1688,7 @@ void WeaponStore::postProcessLoad() return; } - for (Int i = 0; i < m_weaponTemplateVector.size(); i++) + for (size_t i = 0; i < m_weaponTemplateVector.size(); i++) { WeaponTemplate* wt = m_weaponTemplateVector[i]; if (wt) diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp index 8504ee780c..75e68532dd 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp @@ -643,7 +643,7 @@ void ScriptActions::doCreateReinforcements(const AsciiString& team, const AsciiS PartitionSolver partition(vecOfUnits, vecOfTransports, PREFER_FAST_SOLUTION); partition.solve(); SolutionVec solution = partition.getSolution(); - for (int i = 0; i < solution.size(); ++i) { + for (size_t i = 0; i < solution.size(); ++i) { Object *unit = TheGameLogic->findObjectByID(solution[i].first); Object *trans = TheGameLogic->findObjectByID(solution[i].second); if (!unit || !trans) { @@ -1503,7 +1503,7 @@ void ScriptActions::doLoadAllTransports(const AsciiString& teamName) PartitionSolver partition(vecOfUnits, vecOfTransports, PREFER_FAST_SOLUTION); partition.solve(); SolutionVec solution = partition.getSolution(); - for (int i = 0; i < solution.size(); ++i) { + for (size_t i = 0; i < solution.size(); ++i) { Object *unit = TheGameLogic->findObjectByID(solution[i].first); Object *trans = TheGameLogic->findObjectByID(solution[i].second); if (!unit || !trans) { @@ -5207,7 +5207,7 @@ void ScriptActions::doMoveUnitTowardsNearest( const AsciiString& unitName, const Real closestDist; Real dist; - for( Int typeIndex = 0; typeIndex < objectTypes->getListSize(); typeIndex++ ) + for( size_t typeIndex = 0; typeIndex < objectTypes->getListSize(); typeIndex++ ) { AsciiString thisTypeName = objectTypes->getNthInList( typeIndex ); const ThingTemplate *thisType = TheThingFactory->findTemplate( thisTypeName ); @@ -5296,7 +5296,7 @@ void ScriptActions::doMoveTeamTowardsNearest( const AsciiString& teamName, const { Real closestDist; Real dist; - for( Int typeIndex = 0; typeIndex < objectTypes->getListSize(); typeIndex++ ) + for( size_t typeIndex = 0; typeIndex < objectTypes->getListSize(); typeIndex++ ) { AsciiString thisTypeName = objectTypes->getNthInList( typeIndex ); const ThingTemplate *thisType = TheThingFactory->findTemplate( thisTypeName ); @@ -5786,7 +5786,7 @@ void ScriptActions::doTeamUseCommandButtonOnNearestObjectType( const AsciiString Real closestDist; Real dist; - for( Int typeIndex = 0; typeIndex < objectTypes->getListSize(); typeIndex++ ) + for( size_t typeIndex = 0; typeIndex < objectTypes->getListSize(); typeIndex++ ) { AsciiString thisTypeName = objectTypes->getNthInList( typeIndex ); const ThingTemplate *thisType = TheThingFactory->findTemplate( thisTypeName ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp index 3b76b555ea..778d747b28 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp @@ -6592,7 +6592,7 @@ void ScriptEngine::setPriorityThing( ScriptAction *pAction ) { // Found a list by this name, so we have a bunch of things - for( Int typeIndex = 0; typeIndex < types->getListSize(); typeIndex ++ ) + for( size_t typeIndex = 0; typeIndex < types->getListSize(); typeIndex ++ ) { AsciiString thisTypeName = types->getNthInList(typeIndex); const ThingTemplate *thisType = TheThingFactory->findTemplate(thisTypeName); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/CrateSystem.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/CrateSystem.cpp index f478555760..4d9acb0a41 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/CrateSystem.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/CrateSystem.cpp @@ -152,7 +152,7 @@ CrateTemplate *CrateSystem::newCrateTemplateOverride( CrateTemplate *crateToOver const CrateTemplate *CrateSystem::findCrateTemplate(AsciiString name) const { // search weapon list for name - for (Int i = 0; i < m_crateTemplateVector.size(); i++) + for (size_t i = 0; i < m_crateTemplateVector.size(); i++) if(m_crateTemplateVector[i]->getName() == name) { CrateTemplateOverride overridable(m_crateTemplateVector[i]); return overridable; @@ -165,7 +165,7 @@ const CrateTemplate *CrateSystem::findCrateTemplate(AsciiString name) const CrateTemplate *CrateSystem::friend_findCrateTemplate(AsciiString name) { // search weapon list for name - for (Int i = 0; i < m_crateTemplateVector.size(); i++) + for (size_t i = 0; i < m_crateTemplateVector.size(); i++) if(m_crateTemplateVector[i]->getName() == name) { CrateTemplateOverride overridable(m_crateTemplateVector[i]); return const_cast((const CrateTemplate *)overridable); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 74718ca7bf..821143e622 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -764,7 +764,7 @@ static void populateRandomSideAndColor( GameInfo *game ) // get a few values at random to get rid of the dreck. // there's no mathematical basis for this, but empirically, it helps a lot. UnsignedInt silly = GetGameLogicRandomSeed() % 7; - for (Int poo = 0; poo < silly; ++poo) + for (UnsignedInt poo = 0; poo < silly; ++poo) { GameLogicRandomValue(0, 1); // ignore result } diff --git a/GeneralsMD/Code/GameEngine/Source/GameNetwork/ConnectionManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameNetwork/ConnectionManager.cpp index 99d4050512..93de5642e0 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameNetwork/ConnectionManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameNetwork/ConnectionManager.cpp @@ -231,15 +231,15 @@ void ConnectionManager::reset() m_transport = NULL; } - Int i = 0; - for (; i < NUM_CONNECTIONS; ++i) { + UnsignedInt i = 0; + for (; i < (UnsignedInt)NUM_CONNECTIONS; ++i) { if (m_connections[i] != NULL) { m_connections[i]->deleteInstance(); m_connections[i] = NULL; } } - for (i=0; ideleteInstance(); @@ -278,7 +278,7 @@ void ConnectionManager::reset() m_latencyAverages[i] = 0.0; } - for (i = 0; i < MAX_SLOTS; ++i) { + for (i = 0; i < (UnsignedInt)MAX_SLOTS; ++i) { m_packetRouterFallback[i] = -1; } diff --git a/GeneralsMD/Code/GameEngine/Source/GameNetwork/DisconnectManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameNetwork/DisconnectManager.cpp index cf8c7d85f9..bbecd95015 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameNetwork/DisconnectManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameNetwork/DisconnectManager.cpp @@ -137,13 +137,13 @@ void DisconnectManager::update(ConnectionManager *conMgr) { if (ThePinger) { //use next ping server - static int serverIndex = 0; + static size_t serverIndex = 0; serverIndex++; if( serverIndex >= TheGameSpyConfig->getPingServers().size() ) serverIndex = 0; //wrap back to first ping server std::list::iterator it = TheGameSpyConfig->getPingServers().begin(); - for( int i = 0; i < serverIndex; i++ ) + for( size_t i = 0; i < serverIndex; i++ ) it++; PingRequest req; diff --git a/GeneralsMD/Code/GameEngine/Source/GameNetwork/FrameMetrics.cpp b/GeneralsMD/Code/GameEngine/Source/GameNetwork/FrameMetrics.cpp index 07dab2c8e0..69749e5003 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameNetwork/FrameMetrics.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameNetwork/FrameMetrics.cpp @@ -72,7 +72,7 @@ void FrameMetrics::init() { m_averageLatency = (Real)0.2; m_minimumCushion = -1; - Int i = 0; + UnsignedInt i = 0; for (; i < TheGlobalData->m_networkFPSHistoryLength; ++i) { m_fpsList[i] = 30.0; } diff --git a/GeneralsMD/Code/GameEngine/Source/GameNetwork/GameSpy/StagingRoomGameInfo.cpp b/GeneralsMD/Code/GameEngine/Source/GameNetwork/GameSpy/StagingRoomGameInfo.cpp index 00d345f7ba..e5ebb0549a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameNetwork/GameSpy/StagingRoomGameInfo.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameNetwork/GameSpy/StagingRoomGameInfo.cpp @@ -404,7 +404,7 @@ Bool GetLocalChatConnectionAddress(AsciiString serverName, UnsignedShort serverP ** server we think we are talking to. */ found = false; - for (Int i=0; i= m_nextKeepaliveTime) { - for (Int node = 0; node < m_numNodes; ++node) { + for (UnsignedInt node = 0; node < m_numNodes; ++node) { if (m_myConnections[node] == TRUE) { // we've made this connection, send a keepalive. Int slotIndex = m_connectionNodes[node].m_slotIndex; @@ -637,7 +637,7 @@ Int NAT::getSlotPort(Int slot) { } void NAT::generatePortNumbers(GameSlot *slotList[], Int localSlot) { - for (Int i = 0; i < MAX_SLOTS; ++i) { + for (UnsignedInt i = 0; i < (UnsignedInt)MAX_SLOTS; ++i) { if (slotList[i] != NULL) { if ((i == localSlot) && (TheWritableGlobalData->m_firewallPortOverride != 0)) { slotList[i]->setPort(TheWritableGlobalData->m_firewallPortOverride); @@ -950,7 +950,7 @@ Bool NAT::allConnectionsDone() { Bool NAT::allConnectionsDoneThisRound() { Bool retval = TRUE; - for (Int i = 0; (i < m_numNodes) && (retval == TRUE); ++i) { + for (UnsignedInt i = 0; (i < m_numNodes) && (retval == TRUE); ++i) { if ((m_connectionStates[i] != NATCONNECTIONSTATE_DONE) && (m_connectionStates[i] != NATCONNECTIONSTATE_FAILED)) { retval = FALSE; } diff --git a/GeneralsMD/Code/GameEngine/Source/GameNetwork/NetCommandWrapperList.cpp b/GeneralsMD/Code/GameEngine/Source/GameNetwork/NetCommandWrapperList.cpp index 00892a8da2..c97677b74f 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameNetwork/NetCommandWrapperList.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameNetwork/NetCommandWrapperList.cpp @@ -46,7 +46,7 @@ NetCommandWrapperListNode::NetCommandWrapperListNode(NetWrapperCommandMsg *msg) m_chunksPresent = NEW Bool[m_numChunks]; // pool[]ify m_numChunksPresent = 0; - for (Int i = 0; i < m_numChunks; ++i) { + for (UnsignedInt i = 0; i < m_numChunks; ++i) { m_chunksPresent[i] = FALSE; } diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DLaserDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DLaserDraw.cpp index ec8dec496e..22bf5f0652 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DLaserDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DLaserDraw.cpp @@ -156,7 +156,7 @@ W3DLaserDraw::W3DLaserDraw( Thing *thing, const ModuleData* moduleData ) : //Allocate an array of lines equal to the number of beams * segments m_line3D = NEW SegmentedLineClass *[ data->m_numBeams * data->m_segments ]; - for( int segment = 0; segment < data->m_segments; segment++ ) + for( UnsignedInt segment = 0; segment < data->m_segments; segment++ ) { //We don't care about segment positioning yet until we actually set the position @@ -225,7 +225,7 @@ W3DLaserDraw::~W3DLaserDraw( void ) { const W3DLaserDrawModuleData *data = getW3DLaserDrawModuleData(); - for( int i = 0; i < data->m_numBeams * data->m_segments; i++ ) + for( UnsignedInt i = 0; i < data->m_numBeams * data->m_segments; i++ ) { // remove line from scene @@ -272,7 +272,7 @@ void W3DLaserDraw::doDrawModule(const Matrix3D* transformMtx) Vector3 laserPoints[ 2 ]; - for( int segment = 0; segment < data->m_segments; segment++ ) + for( UnsignedInt segment = 0; segment < data->m_segments; segment++ ) { if( data->m_arcHeight > 0.0f && data->m_segments > 1 ) { diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp index 54e6f71fa0..1a8f87da73 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp @@ -3962,7 +3962,7 @@ void W3DModelDraw::doHideShowProjectileObjects( UnsignedInt showCount, UnsignedI ModelConditionInfo::HideShowSubObjInfo oneEntry; if (m_curState->m_weaponProjectileHideShowName[slot].isEmpty()) { - for( Int projectileIndex = 0; projectileIndex < maxCount; projectileIndex++ ) + for( UnsignedInt projectileIndex = 0; projectileIndex < maxCount; projectileIndex++ ) { oneEntry.subObjName.format("%s%02d", m_curState->m_weaponProjectileLaunchBoneName[slot].str(), (projectileIndex + 1)); oneEntry.hide = ((projectileIndex + 1) <= hideCount); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp index 54d42e58e5..a0163e0722 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp @@ -3475,7 +3475,7 @@ void WaterRenderObjClass::xfer( Xfer *xfer ) } // end if // xfer each of the mesh data points - for( Int i = 0; i < m_meshDataSize; ++i ) + for( UnsignedInt i = 0; i < m_meshDataSize; ++i ) { // height diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp index f174eb245b..23ea714802 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp @@ -231,7 +231,7 @@ void W3DTerrainLogic::getMaximumPathfindExtent( Region3D *extent ) const // Note - m_boundaries are stored in height map grids wide, so we have to // multiply by the grid width. - Int i; + size_t i; for (i=0; ihi.x < m_boundaries[i].x*MAP_XY_FACTOR) { extent->hi.x = m_boundaries[i].x*MAP_XY_FACTOR; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/pointgr.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/pointgr.cpp index 5f8849f953..7522ed8a19 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/pointgr.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/pointgr.cpp @@ -1695,7 +1695,7 @@ void PointGroupClass::RenderVolumeParticle(RenderInfoClass &rinfo, unsigned int //// VOLUME_PARTICLE LOOP /////////////// - for ( int t = 0; t < depth; ++t ) + for ( unsigned int t = 0; t < depth; ++t ) {