- 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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@ -129,9 +129,7 @@ AActor* actorvalue(const svalue_t &svalue)
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if(svalue.type == svt_mobj)
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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 (svalue.value.mobj != NULL &&
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svalue.value.mobj->IsKindOf(RUNTIME_CLASS(AInventory)) &&
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static_cast<AInventory*>(svalue.value.mobj)->Owner != NULL)
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if (svalue.value.mobj == NULL || !svalue.value.mobj->IsMapActor())
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{
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return NULL;
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}
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@ -150,9 +148,7 @@ AActor* actorvalue(const svalue_t &svalue)
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return NULL;
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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] != NULL &&
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SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
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barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
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if (svalue.value.mobj == NULL || !svalue.value.mobj->IsMapActor())
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{
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return NULL;
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}
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