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https://github.com/kevinbentley/Descent3.git
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Fix -Wdangling-else
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parent
43af644827
commit
491db4254a
@ -820,13 +820,15 @@ int CBriefParse::ParseBriefing(char *filename) {
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done_parsing:;
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if (abort)
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if (abort) {
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mprintf((0, "Parse aborted\n"));
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else if (!parse_error)
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if (reading_text)
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} else if (!parse_error) {
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if (reading_text) {
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ParseError("Missing '$endtext'");
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else
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} else {
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mprintf((0, "Parse sucessful\n"));
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}
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}
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// Close the file
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cfclose(ifile);
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@ -1051,11 +1051,14 @@ bool ObjectsAreRelated(int o1, int o2) {
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// Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
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// See if they're siblings...
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if (obj1->parent_handle == obj2->parent_handle)
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if ((obj1->mtype.phys_info.flags & PF_HITS_SIBLINGS) || (obj2->mtype.phys_info.flags & PF_HITS_SIBLINGS))
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if (obj1->parent_handle == obj2->parent_handle) {
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if ((obj1->mtype.phys_info.flags & PF_HITS_SIBLINGS) || (obj2->mtype.phys_info.flags & PF_HITS_SIBLINGS)) {
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return false; // if either is proximity, then can blow up, so say not related
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else
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}
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else {
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return true;
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}
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}
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// Otherwise, it is two weapons and by default, they should not collide
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return true;
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@ -1133,11 +1133,13 @@ bool collide_weapon_and_wall(object *weapon, fix hitspeed, int hitseg, int hitwa
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// #ifndef RELEASE
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if ((stricmp(Weapons[weapon->id].name, "Yellow flare") == 0) && (weapon->parent_handle == Player_object->handle) &&
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(KEY_STATE(KEY_LAPOSTRO)))
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if (ROOMNUM_OUTSIDE(hitseg))
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(KEY_STATE(KEY_LAPOSTRO))) {
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if (ROOMNUM_OUTSIDE(hitseg)) {
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AddHUDMessage("Terrain cell %d", CELLNUM(hitseg));
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else
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} else {
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AddHUDMessage("Room %d face %d", hitseg, hitwall);
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}
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}
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// #endif
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// Check if forcefield
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@ -4280,11 +4280,13 @@ int do_fvi_terrain() {
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// Check the current node for collisions -- chrishack -- This can be made iterative
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cur_node = y * TERRAIN_DEPTH + new_x;
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if ((fvi_terrain_visit_list[cur_node >> 3] & (0x01 << (cur_node % 8))) == 0)
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if (counter < -delta_ter_check || counter > delta_ter_check)
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if ((fvi_terrain_visit_list[cur_node >> 3] & (0x01 << (cur_node % 8))) == 0) {
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if (counter < -delta_ter_check || counter > delta_ter_check) {
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check_terrain_node(cur_node, false, false);
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else
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} else {
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check_terrain_node(cur_node, false, true);
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}
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}
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}
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i++;
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@ -4320,11 +4322,13 @@ int do_fvi_terrain() {
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// Check the current node for collisions -- chrishack -- This can be made iterative
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cur_node = new_y * TERRAIN_DEPTH + x;
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if ((fvi_terrain_visit_list[cur_node >> 3] & (0x01 << (cur_node % 8))) == 0)
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if (counter < -delta_ter_check || counter > delta_ter_check)
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if ((fvi_terrain_visit_list[cur_node >> 3] & (0x01 << (cur_node % 8))) == 0) {
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if (counter < -delta_ter_check || counter > delta_ter_check) {
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check_terrain_node(cur_node, false, false);
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else
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} else {
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check_terrain_node(cur_node, false, true);
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}
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}
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}
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i++;
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