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-rw-r--r--src/UI/SlotArea.cpp2
-rw-r--r--src/UI/Window.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index 13a9f9b92..788974f9c 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -891,7 +891,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
{
Input.m_ItemDamage -= DamageDiff;
- NeedExp += std::max(1, DamageDiff / 100) + Input.m_Enchantments.Count();
+ NeedExp += std::max(1, DamageDiff / 100) + (int)Input.m_Enchantments.Count();
DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
++x;
diff --git a/src/UI/Window.cpp b/src/UI/Window.cpp
index 4991f0147..46885390b 100644
--- a/src/UI/Window.cpp
+++ b/src/UI/Window.cpp
@@ -591,7 +591,7 @@ void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
cItem ToDistribute(a_Player.GetDraggingItem());
- int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size();
+ int ToEachSlot = (int)ToDistribute.m_ItemCount / (int)SlotNums.size();
int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums);