forked from bartvdbraak/blender
code cleanup: warnings and redundant checks.
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parent
5a6bcd1d42
commit
108a4c41c4
@ -65,7 +65,7 @@ void bmo_poke_exec(BMesh *bm, BMOperator *op)
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break;
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default:
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BLI_assert(0);
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break;
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return;
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}
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BMO_ITER (f, &oiter, op->slots_in, "faces", BM_FACE) {
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@ -2317,9 +2317,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3],
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}
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copy_v3_v3(isec->start, start);
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isec->dir[0] = end[0]-isec->start[0];
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isec->dir[1] = end[1]-isec->start[1];
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isec->dir[2] = end[2]-isec->start[2];
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sub_v3_v3v3(isec->dir, end, start);
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isec->dist = normalize_v3(isec->dir);
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if (shi->obi->flag & R_ENV_TRANSFORMED)
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@ -205,8 +205,8 @@ void BL_ConvertActuators(const char* maggiename,
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case ACT_ACTION:
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{
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bActionActuator* actact = (bActionActuator*) bact->data;
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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STR_String propname = actact->name;
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STR_String propframe = actact->frameProp;
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short ipo_flags = 0;
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@ -241,8 +241,8 @@ void BL_ConvertActuators(const char* maggiename,
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{
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if (blenderobject->type==OB_MESH) {
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bActionActuator* actact = (bActionActuator*) bact->data;
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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STR_String propname = actact->name;
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STR_String propframe = actact->frameProp;
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BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
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gameobj,
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@ -748,9 +748,8 @@ void BL_ConvertActuators(const char* maggiename,
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break;
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};
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if (sceneact->scene)
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{
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nextSceneName = sceneact->scene->id.name + 2; // this '2' is necessary to remove prefix 'SC'
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if (sceneact->scene) {
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nextSceneName = sceneact->scene->id.name + 2;
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}
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break;
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