- 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.
This commit is contained in:
Christoph Oelckers 2018-12-02 16:53:12 +01:00
commit 319f8743db
8 changed files with 20 additions and 32 deletions

View file

@ -129,9 +129,7 @@ AActor* actorvalue(const svalue_t &svalue)
if(svalue.type == svt_mobj)
{
// Inventory items in the player's inventory have to be considered non-present.
if (svalue.value.mobj != NULL &&
svalue.value.mobj->IsKindOf(RUNTIME_CLASS(AInventory)) &&
static_cast<AInventory*>(svalue.value.mobj)->Owner != NULL)
if (svalue.value.mobj == NULL || !svalue.value.mobj->IsMapActor())
{
return NULL;
}
@ -150,9 +148,7 @@ AActor* actorvalue(const svalue_t &svalue)
return NULL;
}
// Inventory items in the player's inventory have to be considered non-present.
if (SpawnedThings[intval] != NULL &&
SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
if (svalue.value.mobj == NULL || !svalue.value.mobj->IsMapActor())
{
return NULL;
}