forked from bartvdbraak/blender
code cleanup: remove redundant NULL checks
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5129112072
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fdc336510a
@ -319,15 +319,11 @@ void BL_ConvertActuators(const char* maggiename,
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/* Get the name of the properties that objects must own that
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/* Get the name of the properties that objects must own that
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* we're sending to, if present
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* we're sending to, if present
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*/
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*/
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STR_String toPropName = (msgAct->toPropName
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STR_String toPropName = msgAct->toPropName;
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? (char*) msgAct->toPropName
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: "");
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/* Get the Message Subject to send.
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/* Get the Message Subject to send.
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*/
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*/
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STR_String subject = (msgAct->subject
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STR_String subject = msgAct->subject;
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? (char*) msgAct->subject
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: "");
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/* Get the bodyType
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/* Get the bodyType
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*/
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*/
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@ -336,9 +332,7 @@ void BL_ConvertActuators(const char* maggiename,
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/* Get the body (text message or property name whose value
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/* Get the body (text message or property name whose value
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* we'll be sending, might be empty
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* we'll be sending, might be empty
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*/
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*/
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STR_String body = (msgAct->body
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const STR_String body = msgAct->body;
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? (char*) msgAct->body
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: "");
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KX_NetworkMessageActuator *tmpmsgact = new KX_NetworkMessageActuator(
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KX_NetworkMessageActuator *tmpmsgact = new KX_NetworkMessageActuator(
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gameobj, // actuator controlling object
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gameobj, // actuator controlling object
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@ -177,9 +177,8 @@ void BL_ConvertSensors(struct Object* blenderobject,
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bTouchPulse = (blendertouchsensor->mode & SENS_COLLISION_PULSE);
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bTouchPulse = (blendertouchsensor->mode & SENS_COLLISION_PULSE);
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STR_String touchPropOrMatName = ( bFindMaterial ?
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const STR_String touchPropOrMatName = bFindMaterial ?
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blendertouchsensor->materialName:
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blendertouchsensor->materialName : blendertouchsensor->name;
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(blendertouchsensor->name ? blendertouchsensor->name: ""));
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if (gameobj->GetPhysicsController())
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if (gameobj->GetPhysicsController())
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@ -229,9 +228,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
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/* Get our NetworkScene */
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/* Get our NetworkScene */
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NG_NetworkScene *NetworkScene = kxscene->GetNetworkScene();
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NG_NetworkScene *NetworkScene = kxscene->GetNetworkScene();
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/* filter on the incoming subjects, might be empty */
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/* filter on the incoming subjects, might be empty */
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STR_String subject = (msgSens->subject
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const STR_String subject = msgSens->subject;
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? (char*)msgSens->subject
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: "");
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gamesensor = new KX_NetworkMessageSensor(
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gamesensor = new KX_NetworkMessageSensor(
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eventmgr, // our eventmanager
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eventmgr, // our eventmanager
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@ -247,13 +244,8 @@ void BL_ConvertSensors(struct Object* blenderobject,
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SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
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SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
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if (eventmgr)
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if (eventmgr)
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{
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{
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STR_String nearpropertyname;
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bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
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bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
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if (blendernearsensor->name)
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const STR_String nearpropertyname = (char *)blendernearsensor->name;
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{
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// only objects that own this property will be taken into account
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nearpropertyname = (char*) blendernearsensor->name;
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}
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//DT_ShapeHandle shape = DT_Sphere(0.0);
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//DT_ShapeHandle shape = DT_Sphere(0.0);
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@ -453,18 +445,11 @@ void BL_ConvertSensors(struct Object* blenderobject,
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SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
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SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
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if (eventmgr)
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if (eventmgr)
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{
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{
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STR_String radarpropertyname;
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STR_String touchpropertyname;
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bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
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bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
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const STR_String radarpropertyname = blenderradarsensor->name;
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int radaraxis = blenderradarsensor->axis;
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int radaraxis = blenderradarsensor->axis;
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if (blenderradarsensor->name)
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{
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// only objects that own this property will be taken into account
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radarpropertyname = (char*) blenderradarsensor->name;
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}
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MT_Scalar coneheight = blenderradarsensor->range;
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MT_Scalar coneheight = blenderradarsensor->range;
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// janco: the angle was doubled, so should I divide the factor in 2
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// janco: the angle was doubled, so should I divide the factor in 2
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