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Be clear on what FALLTHRU we really want
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parent
043bb86acd
commit
9d64ee88a0
5 changed files with 5 additions and 5 deletions
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@ -287,7 +287,7 @@ static void D_Display(void)
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F_TitleScreenDrawer();
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break;
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}
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// Intentional fall-through
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/* FALLTHRU */
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case GS_LEVEL:
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if (!gametic)
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break;
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@ -4583,7 +4583,7 @@ void G_GhostTicker(void)
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default:
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case GHC_RETURNSKIN:
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g->mo->skin = g->oldmo.skin;
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// fallthru
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/* FALLTHRU */
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case GHC_NORMAL: // Go back to skin color
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g->mo->color = g->oldmo.color;
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break;
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@ -530,7 +530,7 @@ static void Impl_HandleKeyboardConsoleEvent(KEY_EVENT_RECORD evt, HANDLE co)
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break;
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case VK_RETURN:
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entering_con_command = false;
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// Fall through.
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/* FALLTHRU */
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default:
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event.data1 = MapVirtualKey(evt.wVirtualKeyCode,2); // convert in to char
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}
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@ -327,7 +327,7 @@ static inline VOID I_GetConsoleEvents(VOID)
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break;
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case VK_RETURN:
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entering_con_command = false;
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// Fall through.
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/* FALLTHRU */
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default:
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ev.data1 = MapVirtualKey(input.Event.KeyEvent.wVirtualKeyCode,2); // convert in to char
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}
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@ -322,9 +322,9 @@ static inline boolean I_SkipFrame(void)
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case GS_LEVEL:
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if (!paused)
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return false;
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/* FALLTHRU */
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//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
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#ifndef CLIENT_LOADINGSCREEN
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/* FALLTHRU */
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case GS_WAITINGPLAYERS:
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#endif
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return skip; // Skip odd frames
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