Silence some scan-build warnings.

deque
Rohit Nirmal 10 years ago
parent feeb740497
commit b5eb16b663

@ -386,8 +386,6 @@ struct TypesetBookImpl::Typesetter : BookTypesetter
int sectionHeightLeft = sectionHeight;
while (sectionHeightLeft > mPageHeight)
{
spaceLeft = mPageHeight - (curPageStop - curPageStart);
// Adjust to the top of the first line that does not fit on the current page anymore
int splitPos = curPageStop;
for (Lines::iterator j = i->mLines.begin (); j != i->mLines.end (); ++j)

@ -150,7 +150,6 @@ namespace MWGui
parseFont(tag);
if (currentWidth != 0) {
currentHeight += currentFontHeight();
currentWidth = 0;
}
currentWidth = 0;
}

@ -220,28 +220,22 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
bool use = false;
if (slots_.at (*iter2)==end())
use = true; // slot was empty before -> skip all further checks
else
if (slots_.at (*iter2)!=end())
{
Ptr old = *slots_.at (*iter2);
if (!use)
// check skill
int oldSkill = old.getClass().getEquipmentSkill (old);
if (testSkill!=-1 && oldSkill==-1)
use = true;
else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
{
// check skill
int oldSkill =
old.getClass().getEquipmentSkill (old);
if (actor.getClass().getSkill(actor, oldSkill) > actor.getClass().getSkill (actor, testSkill))
continue; // rejected, because old item better matched the NPC's skills.
if (testSkill!=-1 && oldSkill==-1)
if (actor.getClass().getSkill(actor, oldSkill) < actor.getClass().getSkill (actor, testSkill))
use = true;
else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
{
if (actor.getClass().getSkill(actor, oldSkill) > actor.getClass().getSkill (actor, testSkill))
continue; // rejected, because old item better matched the NPC's skills.
if (actor.getClass().getSkill(actor, oldSkill) < actor.getClass().getSkill (actor, testSkill))
use = true;
}
}
if (!use)
@ -252,8 +246,6 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
continue;
}
use = true;
}
}

@ -281,8 +281,6 @@ void ManualBulletShapeLoader::handleNiTriShape(const Nif::NiTriShape *shape, int
// anything. So don't do anything.
if ((flags & 0x800) && !raycasting)
{
collide = false;
bbcollide = false;
return;
}

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