code cleanup: remove redundant NULL checks

This commit is contained in:
Campbell Barton 2013-08-04 19:13:07 +00:00
parent 5129112072
commit fdc336510a
2 changed files with 10 additions and 31 deletions

@ -319,26 +319,20 @@ void BL_ConvertActuators(const char* maggiename,
/* Get the name of the properties that objects must own that
* we're sending to, if present
*/
STR_String toPropName = (msgAct->toPropName
? (char*) msgAct->toPropName
: "");
STR_String toPropName = msgAct->toPropName;
/* Get the Message Subject to send.
*/
STR_String subject = (msgAct->subject
? (char*) msgAct->subject
: "");
STR_String subject = msgAct->subject;
/* Get the bodyType
*/
int bodyType = msgAct->bodyType;
/* Get the body (text message or property name whose value
* we'll be sending, might be empty
*/
STR_String body = (msgAct->body
? (char*) msgAct->body
: "");
const STR_String body = msgAct->body;
KX_NetworkMessageActuator *tmpmsgact = new KX_NetworkMessageActuator(
gameobj, // actuator controlling object

@ -177,9 +177,8 @@ void BL_ConvertSensors(struct Object* blenderobject,
bTouchPulse = (blendertouchsensor->mode & SENS_COLLISION_PULSE);
STR_String touchPropOrMatName = ( bFindMaterial ?
blendertouchsensor->materialName:
(blendertouchsensor->name ? blendertouchsensor->name: ""));
const STR_String touchPropOrMatName = bFindMaterial ?
blendertouchsensor->materialName : blendertouchsensor->name;
if (gameobj->GetPhysicsController())
@ -229,9 +228,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
/* Get our NetworkScene */
NG_NetworkScene *NetworkScene = kxscene->GetNetworkScene();
/* filter on the incoming subjects, might be empty */
STR_String subject = (msgSens->subject
? (char*)msgSens->subject
: "");
const STR_String subject = msgSens->subject;
gamesensor = new KX_NetworkMessageSensor(
eventmgr, // our eventmanager
@ -247,14 +244,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
STR_String nearpropertyname;
bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
if (blendernearsensor->name)
{
// only objects that own this property will be taken into account
nearpropertyname = (char*) blendernearsensor->name;
}
const STR_String nearpropertyname = (char *)blendernearsensor->name;
//DT_ShapeHandle shape = DT_Sphere(0.0);
// this sumoObject is not deleted by a gameobj, so delete it ourself
@ -453,18 +445,11 @@ void BL_ConvertSensors(struct Object* blenderobject,
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
STR_String radarpropertyname;
STR_String touchpropertyname;
bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
const STR_String radarpropertyname = blenderradarsensor->name;
int radaraxis = blenderradarsensor->axis;
if (blenderradarsensor->name)
{
// only objects that own this property will be taken into account
radarpropertyname = (char*) blenderradarsensor->name;
}
MT_Scalar coneheight = blenderradarsensor->range;
// janco: the angle was doubled, so should I divide the factor in 2