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authorjackpoz <giacomopoz@gmail.com>2013-12-14 18:41:26 +0100
committerjackpoz <giacomopoz@gmail.com>2013-12-14 18:41:26 +0100
commit1c0903e2862d4e4c7e17c8a45fe9dc3163b3ebce (patch)
treeaed14a90ef879821548c2bf4eb66ec1b08f0bf86 /src/server/game/Loot
parentdd546f073aa8acf54f525c0a0836a502d859580d (diff)
Core/Misc: Fix some static analysis issues
Fix some static analysis issues about uninitialized values. Most of them are false positives, always initialized before being accessed, while some of them are real issues spotted by valgrind too.
Diffstat (limited to 'src/server/game/Loot')
-rw-r--r--src/server/game/Loot/LootMgr.cpp1
-rw-r--r--src/server/game/Loot/LootMgr.h6
2 files changed, 5 insertions, 2 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp
index 3505722b08b..9f5697271aa 100644
--- a/src/server/game/Loot/LootMgr.cpp
+++ b/src/server/game/Loot/LootMgr.cpp
@@ -364,6 +364,7 @@ LootItem::LootItem(LootStoreItem const& li)
randomSuffix = GenerateEnchSuffixFactor(itemid);
randomPropertyId = Item::GenerateItemRandomPropertyId(itemid);
+ count = 0;
is_looted = 0;
is_blocked = 0;
is_underthreshold = 0;
diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h
index 895d09fe7ad..9f7a08c3c6c 100644
--- a/src/server/game/Loot/LootMgr.h
+++ b/src/server/game/Loot/LootMgr.h
@@ -148,7 +148,9 @@ struct LootItem
explicit LootItem(LootStoreItem const& li);
// Empty constructor for creating an empty LootItem to be filled in with DB data
- LootItem() : canSave(true){ };
+ LootItem() : itemid(0), randomSuffix(0), randomPropertyId(0), count(0), is_looted(false), is_blocked(false),
+ freeforall(false), is_underthreshold(false), is_counted(false), needs_quest(false), follow_loot_rules(false),
+ canSave(true){ };
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool AllowedForPlayer(Player const* player) const;
@@ -303,7 +305,7 @@ struct Loot
// Only set for inventory items that can be right-click looted
uint32 containerID;
- Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE), maxDuplicates(1), containerID(0) { }
+ Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), roundRobinPlayer(0), loot_type(LOOT_CORPSE), maxDuplicates(1), containerID(0) { }
~Loot() { clear(); }
// For deleting items at loot removal since there is no backward interface to the Item()