- 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.
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8e1b1aa201
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322742d4b1
28 changed files with 72 additions and 92 deletions
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@ -158,7 +158,6 @@ void FActorInfo::StaticSetActorNums ()
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void FActorInfo::RegisterIDs ()
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{
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const PClass *cls = PClass::FindClass(Class->TypeName);
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bool set = false;
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if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
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{
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@ -578,17 +577,17 @@ CCMD (summonfoe)
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TMap<FName, DamageTypeDefinition> GlobalDamageDefinitions;
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void DamageTypeDefinition::Apply(FName const type)
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void DamageTypeDefinition::Apply(FName const &type)
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{
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GlobalDamageDefinitions[type] = *this;
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}
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DamageTypeDefinition *DamageTypeDefinition::Get(FName const type)
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DamageTypeDefinition *DamageTypeDefinition::Get(FName const &type)
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{
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return GlobalDamageDefinitions.CheckKey(type);
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}
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bool DamageTypeDefinition::IgnoreArmor(FName const type)
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bool DamageTypeDefinition::IgnoreArmor(FName const &type)
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{
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DamageTypeDefinition *dtd = Get(type);
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if (dtd) return dtd->NoArmor;
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@ -610,7 +609,7 @@ bool DamageTypeDefinition::IgnoreArmor(FName const type)
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//
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//==========================================================================
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int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors)
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int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const &type, DmgFactors const * const factors)
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{
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if (factors)
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{
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