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https://github.com/TorqueGameEngines/Torque3D.git
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QOC
Code cleaning of unnecessary else' Remove unnecessary dynamic_casts
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parent
e9d0f68b55
commit
57aceb60fb
13 changed files with 33 additions and 28 deletions
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@ -1382,7 +1382,7 @@ bool Explosion::explode()
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resetWorldBox();
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}
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SFXProfile* sound_prof = dynamic_cast<SFXProfile*>(mDataBlock->getSFXProfile());
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SFXProfile* sound_prof = mDataBlock->getSFXProfile();
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if (sound_prof)
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{
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soundProfile_clone = sound_prof->cloneAndPerformSubstitutions(ss_object, ss_index);
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@ -76,8 +76,8 @@ class ExplosionData : public GameBaseData {
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SFXProfile* getSFXProfile() {
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if (mSoundAsset.notNull())
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return mSoundAsset->getSfxProfile();
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else
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return NULL;
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return NULL;
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}
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ParticleEmitterData* particleEmitter;
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@ -241,7 +241,9 @@ LightningData::LightningData()
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INIT_SOUNDASSET(StrikeSound);
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for (S32 i = 0; i < MaxThunders; i++)
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{
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INIT_SOUNDASSET_ARRAY(ThunderSound, MaxThunders);
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}
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for (S32 i = 0; i < MaxTextures; i++)
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{
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@ -97,15 +97,15 @@ class LightningData : public GameBaseData
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{
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if (mThunderSoundAsset[id] != NULL)
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return mThunderSoundAsset[id]->getSfxProfile();
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else
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return NULL;
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return NULL;
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}
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SFXProfile* getSFXProfile() {
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if (mStrikeSoundAsset.notNull())
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return mStrikeSoundAsset->getSfxProfile();
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else
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return NULL;
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return NULL;
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}
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};
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@ -75,8 +75,8 @@ class PrecipitationData : public GameBaseData
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SFXProfile* getSFXProfile() {
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if (mSoundAsset.notNull())
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return mSoundAsset->getSfxProfile();
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else
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return NULL;
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return NULL;
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}
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};
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@ -97,7 +97,9 @@ SplashData::SplashData()
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U32 i;
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for (i = 0; i < NUM_TEX; i++)
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{
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INIT_IMAGEASSET_ARRAY(Texture, i);
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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times[i] = 1.0;
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@ -679,7 +681,7 @@ void Splash::spawnExplosion()
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/// could just play the explosion one, but explosion could be weapon specific,
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/// splash sound could be liquid specific. food for thought.
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SFXProfile* sound_prof = dynamic_cast<SFXProfile*>(mDataBlock->getSFXProfile());
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SFXProfile* sound_prof = mDataBlock->getSFXProfile();
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if (sound_prof)
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{
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SFX->playOnce(sound_prof, &getTransform());
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@ -102,8 +102,8 @@ public:
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SFXProfile* getSFXProfile() {
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if (mSoundAsset.notNull())
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return mSoundAsset->getSfxProfile();
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else
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return NULL;
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return NULL;
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}
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ParticleEmitterData* emitterList[NUM_EMITTERS];
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