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Remove redundant condition
apps/openmw/mwmechanics/character.cpp:500:14: warning: redundant condition 'isRealWeapon' [bugprone-redundant-branch-condition] else if (isRealWeapon) ^~~~~~~~~~~~~~~~~
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1 changed files with 10 additions and 5 deletions
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@ -243,6 +243,13 @@ float getFallDamage(const MWWorld::Ptr& ptr, float fallHeight)
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return 0.f;
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}
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bool isRealWeapon(int weaponType)
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{
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return weaponType != ESM::Weapon::HandToHand
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&& weaponType != ESM::Weapon::Spell
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&& weaponType != ESM::Weapon::None;
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}
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}
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namespace MWMechanics
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@ -486,8 +493,7 @@ void CharacterController::onClose() const
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std::string CharacterController::getWeaponAnimation(int weaponType) const
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{
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std::string weaponGroup = getWeaponType(weaponType)->mLongGroup;
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bool isRealWeapon = weaponType != ESM::Weapon::HandToHand && weaponType != ESM::Weapon::Spell && weaponType != ESM::Weapon::None;
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if (isRealWeapon && !mAnimation->hasAnimation(weaponGroup))
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if (isRealWeapon(weaponType) && !mAnimation->hasAnimation(weaponGroup))
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{
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static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mLongGroup;
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static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mLongGroup;
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@ -497,7 +503,7 @@ std::string CharacterController::getWeaponAnimation(int weaponType) const
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// For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones
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if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee)
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weaponGroup = twoHandFallback;
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else if (isRealWeapon)
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else
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weaponGroup = oneHandFallback;
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}
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else if (weaponType == ESM::Weapon::HandToHand && !mPtr.getClass().isBipedal(mPtr))
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@ -515,8 +521,7 @@ std::string CharacterController::getWeaponShortGroup(int weaponType) const
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std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask) const
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{
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bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
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if (!isRealWeapon)
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if (!isRealWeapon(mWeaponType))
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{
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if (blendMask != nullptr)
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*blendMask = MWRender::Animation::BlendMask_LowerBody;
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