shithub: choc

Download patch

ref: 7b348d34f239e5584ace5bd52f8ef66c87f60f61
parent: b37418d89a373dfc99437cbceff252e1aef12d82
parent: 1b06590a72efd79fce90d91adfa0694e31a7c3e5
author: Michael Francis <[email protected]>
date: Mon Dec 16 03:53:46 EST 2019

Merge pull request #1228 from mfrancis95/redundancyfixes

Remove unnecessary checks in Hexen

--- a/src/hexen/a_action.c
+++ b/src/hexen/a_action.c
@@ -153,12 +153,9 @@
     {
         mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_POTTERYBIT1);
         P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 5));
-        if (mo)
-        {
-            mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
-            mo->momx = P_SubRandom() << (FRACBITS - 6);
-            mo->momy = P_SubRandom() << (FRACBITS - 6);
-        }
+        mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
+        mo->momx = P_SubRandom() << (FRACBITS - 6);
+        mo->momy = P_SubRandom() << (FRACBITS - 6);
     }
     S_StartSound(mo, SFX_POTTERY_EXPLODE);
     if (actor->args[0])
@@ -262,12 +259,9 @@
     {
         mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
         P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
-        if (mo)
-        {
-            mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
-            mo->momx = P_SubRandom() << (FRACBITS - 6);
-            mo->momy = P_SubRandom() << (FRACBITS - 6);
-        }
+        mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
+        mo->momx = P_SubRandom() << (FRACBITS - 6);
+        mo->momy = P_SubRandom() << (FRACBITS - 6);
     }
     // Spawn a skull
     mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
@@ -1177,12 +1171,9 @@
                          actor->z + (r1 * actor->height / 256),
                          MT_ZARMORCHUNK);
         P_SetMobjState(mo, mo->info->spawnstate + i);
-        if (mo)
-        {
-            mo->momz = ((P_Random() & 7) + 5) * FRACUNIT;
-            mo->momx = P_SubRandom() << (FRACBITS - 6);
-            mo->momy = P_SubRandom() << (FRACBITS - 6);
-        }
+        mo->momz = ((P_Random() & 7) + 5) * FRACUNIT;
+        mo->momx = P_SubRandom() << (FRACBITS - 6);
+        mo->momy = P_SubRandom() << (FRACBITS - 6);
     }
     if (actor->args[0])
     {                           // Spawn an item
--- a/src/hexen/p_enemy.c
+++ b/src/hexen/p_enemy.c
@@ -4876,13 +4876,10 @@
                          actor->z + (r1 * actor->height / 255),
                          MT_ICECHUNK);
         P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
-        if (mo)
-        {
-            mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
-            mo->momx = P_SubRandom() << (FRACBITS - 7);
-            mo->momy = P_SubRandom() << (FRACBITS - 7);
-            A_IceSetTics(mo);   // set a random tic wait
-        }
+        mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
+        mo->momx = P_SubRandom() << (FRACBITS - 7);
+        mo->momy = P_SubRandom() << (FRACBITS - 7);
+        A_IceSetTics(mo);   // set a random tic wait
     }
     for (i = 12 + (P_Random() & 15); i >= 0; i--)
     {
@@ -4896,13 +4893,10 @@
                          actor->z + (r1 * actor->height / 255),
                          MT_ICECHUNK);
         P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
-        if (mo)
-        {
-            mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
-            mo->momx = P_SubRandom() << (FRACBITS - 7);
-            mo->momy = P_SubRandom() << (FRACBITS - 7);
-            A_IceSetTics(mo);   // set a random tic wait
-        }
+        mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
+        mo->momx = P_SubRandom() << (FRACBITS - 7);
+        mo->momy = P_SubRandom() << (FRACBITS - 7);
+        A_IceSetTics(mo);   // set a random tic wait
     }
     if (actor->player)
     {                           // attach the player's view to a chunk of ice
--- a/src/hexen/p_inter.c
+++ b/src/hexen/p_inter.c
@@ -2174,7 +2174,7 @@
     {                           // mobj is invulnerable
         return;
     }
-    if (player && gameskill == sk_baby)
+    if (gameskill == sk_baby)
     {
         // Take half damage in trainer mode
         damage >>= 1;
@@ -2203,7 +2203,7 @@
     if (target->health <= 0)
     {                           // Death
         target->special1.i = damage;
-        if (player && inflictor && !player->morphTics)
+        if (inflictor && !player->morphTics)
         {                       // Check for flame death
             if ((inflictor->flags2 & MF2_FIREDAMAGE)
                 && (target->health > -50) && (damage > 25))