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https://github.com/TorqueGameEngines/Torque3D.git
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clang reports: unclear || + && and &+| mixes.
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1131ed15df
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c57b1a8b70
16 changed files with 30 additions and 28 deletions
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@ -1043,9 +1043,9 @@ NavMesh *AIPlayer::findNavMesh() const
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}
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else
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{
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if(getNavSize() == Small && !m->mSmallCharacters ||
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getNavSize() == Regular && !m->mRegularCharacters ||
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getNavSize() == Large && !m->mLargeCharacters)
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if((getNavSize() == Small && !m->mSmallCharacters) ||
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(getNavSize() == Regular && !m->mRegularCharacters) ||
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(getNavSize() == Large && !m->mLargeCharacters))
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continue;
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}
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if(!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
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@ -572,7 +572,7 @@ void Camera::processTick(const Move* move)
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// process input/determine rotation vector
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if(virtualMode != StationaryMode &&
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virtualMode != TrackObjectMode &&
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(!mLocked || virtualMode != OrbitObjectMode && virtualMode != OrbitPointMode))
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(!mLocked || ((virtualMode != OrbitObjectMode) && (virtualMode != OrbitPointMode))))
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{
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if(!strafeMode)
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{
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@ -632,9 +632,9 @@ DecalInstance* DecalManager::getClosestDecal( const Point3F &pos )
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}
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}
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if ( !collectedInsts.empty() &&
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if ( (!collectedInsts.empty() &&
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collectedInsts[closestIndex] &&
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closestDistance < 1.0f ||
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closestDistance < 1.0f) ||
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worldInstSphere.isContained( pos ) )
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return collectedInsts[closestIndex];
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else
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@ -440,7 +440,7 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
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// We can only skip rendering if the light is not
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// visible, and it has elapsed the fade out time.
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if (mIsZero(occlusionFade) ||
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!lightVisible && visDelta > FadeOutTime)
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(!lightVisible && visDelta > FadeOutTime))
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return;
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const RectI &viewport = GFX->getViewport();
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@ -3930,9 +3930,9 @@ void Player::updateActionThread()
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if (mMountPending)
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mMountPending = (isMounted() ? 0 : (mMountPending - 1));
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if (mActionAnimation.action == PlayerData::NullAnimation ||
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((!mActionAnimation.waitForEnd || mActionAnimation.atEnd)) &&
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!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)
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if ((mActionAnimation.action == PlayerData::NullAnimation) ||
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((!mActionAnimation.waitForEnd || mActionAnimation.atEnd) &&
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(!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)))
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{
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//The scripting language will get a call back when a script animation has finished...
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// example: When the chat menu animations are done playing...
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@ -2638,7 +2638,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.animThread[i] && image.state->sequence[i] != -1 && image.state->flashSequence[i]) {
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@ -2779,7 +2779,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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updateAnimThread(imageSlot, imageShapeIndex, lastState);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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// Start spin thread
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@ -2834,7 +2834,7 @@ void ShapeBase::updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseIm
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.animThread[i] && stateData.sequence[i] != -1)
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@ -3076,7 +3076,7 @@ TICKAGAIN:
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U32 imageShapeIndex = getImageShapeIndex(image);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.spinThread[i])
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@ -3131,7 +3131,7 @@ void ShapeBase::updateImageAnimation(U32 imageSlot, F32 dt)
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// Advance animation threads
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.ambientThread[i])
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@ -252,7 +252,7 @@ void StaticShape::onUnmount(ShapeBase*,S32)
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U32 StaticShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bstream)
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{
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U32 retMask = Parent::packUpdate(connection,mask,bstream);
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if (bstream->writeFlag(mask & PositionMask | ExtendedInfoMask))
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if (bstream->writeFlag(mask & (PositionMask | ExtendedInfoMask)))
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{
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// Write the transform (do _not_ use writeAffineTransform. Since this is a static
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@ -1157,7 +1157,7 @@ U32 AITurretShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bs
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U32 retMask = Parent::packUpdate(connection,mask,bstream);
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// Indicate that the transform has changed to update the scan box
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bstream->writeFlag(mask & PositionMask | ExtendedInfoMask);
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bstream->writeFlag(mask & (PositionMask | ExtendedInfoMask));
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// Handle any state changes that need to be passed along
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if (bstream->writeFlag(mask & TurretStateMask))
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