- consolidated the check for "is actor an owned inventory item" into a subfunction.
This check occured 9 times in the source, better have it only once.
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8 changed files with 20 additions and 32 deletions
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@ -3134,16 +3134,7 @@ void FParser::SF_MapThingNumExist()
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}
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else
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{
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// Inventory items in the player's inventory have to be considered non-present.
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if (SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
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barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
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{
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t_return.value.i = 0;
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}
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else
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{
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t_return.value.i = 1;
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}
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t_return.value.i = SpawnedThings[intval]->IsMapActor();
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t_return.type = svt_int;
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}
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}
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@ -3673,8 +3664,7 @@ again:
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{
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if (mo->IsA(pClass))
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{
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if (!mo->IsKindOf (RUNTIME_CLASS(AInventory)) ||
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static_cast<AInventory *>(mo)->Owner == NULL)
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if (mo->IsMapActor())
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{
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count++;
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}
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