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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)
             ^~~~~~~~~~~~~~~~~
This commit is contained in:
elsid 2022-07-06 12:45:03 +02:00
parent c38e342c99
commit f1ded70366
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GPG key ID: 4DE04C198CBA7625

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@ -243,6 +243,13 @@ float getFallDamage(const MWWorld::Ptr& ptr, float fallHeight)
return 0.f;
}
bool isRealWeapon(int weaponType)
{
return weaponType != ESM::Weapon::HandToHand
&& weaponType != ESM::Weapon::Spell
&& weaponType != ESM::Weapon::None;
}
}
namespace MWMechanics
@ -486,8 +493,7 @@ void CharacterController::onClose() const
std::string CharacterController::getWeaponAnimation(int weaponType) const
{
std::string weaponGroup = getWeaponType(weaponType)->mLongGroup;
bool isRealWeapon = weaponType != ESM::Weapon::HandToHand && weaponType != ESM::Weapon::Spell && weaponType != ESM::Weapon::None;
if (isRealWeapon && !mAnimation->hasAnimation(weaponGroup))
if (isRealWeapon(weaponType) && !mAnimation->hasAnimation(weaponGroup))
{
static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mLongGroup;
static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mLongGroup;
@ -497,7 +503,7 @@ std::string CharacterController::getWeaponAnimation(int weaponType) const
// For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones
if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee)
weaponGroup = twoHandFallback;
else if (isRealWeapon)
else
weaponGroup = oneHandFallback;
}
else if (weaponType == ESM::Weapon::HandToHand && !mPtr.getClass().isBipedal(mPtr))
@ -515,8 +521,7 @@ std::string CharacterController::getWeaponShortGroup(int weaponType) const
std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask) const
{
bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
if (!isRealWeapon)
if (!isRealWeapon(mWeaponType))
{
if (blendMask != nullptr)
*blendMask = MWRender::Animation::BlendMask_LowerBody;