[CF-Devel] Uninitialized variable
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Fri Jan 7 02:40:24 CST 2005
Looking at code part you gave, seems it checks all attacktype (0->NROFATTACKS)
look if corresponding byte in arrow attacktype is activated and check if
target has resit on it. so, logical behaviour of attacktype looks like
00000010 (equals 1 << (attacknum=1))
00000100 (equals 1 << (attacknum=2))
00001000 (equals 1 << (attacknum=3))
00010000 (equals 1 << (attacknum=4))
00100000 (equals 1 << (attacknum=5))
and so on
I'll say initial value should be
attacktype= 1; (equals 1<< (attacknum=0))
Le Vendredi 7 Janvier 2005 00:20, Nicolas Weeger a écrit :
>
Hello.
>
>
In server/player.c around line 1385:
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for (attacknum=0; attacknum < NROFATTACKS;
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attacknum++, attacktype = 1<<attacknum)
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if (arrow->attacktype & attacktype)
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if (target->arch->clone.resist[attacknum] < 0)
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with 'attacktype' not initialized beforehand.
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Compiler reports use of attacktype without initialization, which is
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quite plausible as its value is set only after the first loop execution.
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Not sure what to put as initial value, though.
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>
Nicolas
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>
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