- Fixed various instances of unused variables, accessing arrays out of bounds, initialization of non-primitive members in constructor's body, dead code, passing parameters by value instead of reference, usage of uninitialized variables, as reported by cppcheck.

This commit is contained in:
ZzZombo 2015-02-07 23:35:23 +08:00
commit 322742d4b1
28 changed files with 72 additions and 92 deletions

View file

@ -158,7 +158,6 @@ void FActorInfo::StaticSetActorNums ()
void FActorInfo::RegisterIDs ()
{
const PClass *cls = PClass::FindClass(Class->TypeName);
bool set = false;
if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
{
@ -578,17 +577,17 @@ CCMD (summonfoe)
TMap<FName, DamageTypeDefinition> GlobalDamageDefinitions;
void DamageTypeDefinition::Apply(FName const type)
void DamageTypeDefinition::Apply(FName const &type)
{
GlobalDamageDefinitions[type] = *this;
}
DamageTypeDefinition *DamageTypeDefinition::Get(FName const type)
DamageTypeDefinition *DamageTypeDefinition::Get(FName const &type)
{
return GlobalDamageDefinitions.CheckKey(type);
}
bool DamageTypeDefinition::IgnoreArmor(FName const type)
bool DamageTypeDefinition::IgnoreArmor(FName const &type)
{
DamageTypeDefinition *dtd = Get(type);
if (dtd) return dtd->NoArmor;
@ -610,7 +609,7 @@ bool DamageTypeDefinition::IgnoreArmor(FName const type)
//
//==========================================================================
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors)
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const &type, DmgFactors const * const factors)
{
if (factors)
{