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https://github.com/DrBeef/Raze.git
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- SW: Fix all GCC warning: suggest parentheses around assignment used as truth value [-Wparentheses]
warnings.
Regex to match such conditions: `while (\([\w]+\s?=\s?.+\.Next\(\)\))`.
This commit is contained in:
parent
17de3a08e8
commit
45057ff8a0
5 changed files with 19 additions and 19 deletions
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@ -317,7 +317,7 @@ void SW_FloorPortalHack(DSWActor* actor, int z, int match)
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int newz = actor->sector()->ceilingz - ((pix_diff / 128) + 1) * Z(128);
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SWStatIterator it(STAT_FAF);
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while (actor = it.Next())
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while ((actor = it.Next()))
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{
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if (actor->spr.lotag == match)
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{
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@ -350,7 +350,7 @@ void SW_CeilingPortalHack(DSWActor* actor, int z, int match)
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int newz = actor->sector()->floorz + ((pix_diff / 128) + 1) * Z(128);
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SWStatIterator it(STAT_FAF);
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while (actor = it.Next())
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while ((actor = it.Next()))
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{
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if (actor->spr.lotag == match)
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{
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@ -4000,7 +4000,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
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// search for DIVE_AREA "over" sprite for reference point
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SWStatIterator it(STAT_DIVE_AREA);
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while (over_act = it.Next())
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while ((over_act = it.Next()))
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{
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if ((over_act->sector()->extra & SECTFX_DIVE_AREA) &&
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over_act->sector()->hasU() &&
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@ -4016,7 +4016,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
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// search for UNDERWATER "under" sprite for reference point
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it.Reset(STAT_UNDERWATER);
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while (under_act = it.Next())
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while ((under_act = it.Next()))
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{
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if ((under_act->sector()->extra & SECTFX_UNDERWATER) &&
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under_act->sector()->hasU() &&
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@ -4070,7 +4070,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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// search for UNDERWATER "under" sprite for reference point
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SWStatIterator it(STAT_UNDERWATER);
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while (under_act = it.Next())
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while ((under_act = it.Next()))
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{
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if ((under_act->sector()->extra & SECTFX_UNDERWATER) &&
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under_act->sector()->hasU() &&
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@ -4086,7 +4086,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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// search for DIVE_AREA "over" sprite for reference point
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it.Reset(STAT_DIVE_AREA);
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while (over_act = it.Next())
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while ((over_act = it.Next()))
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{
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if ((over_act->sector()->extra & SECTFX_DIVE_AREA) &&
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over_act->sector()->hasU() &&
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@ -170,7 +170,7 @@ void QuakeViewChange(PLAYER* pp, int *z_diff, int *x_diff, int *y_diff, short *a
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// find the closest quake - should be a strength value
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DSWActor* actor = nullptr;
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SWStatIterator it(STAT_QUAKE_ON);
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while (actor = it.Next())
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while ((actor = it.Next()))
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{
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dist = FindDistance3D(pp->pos - actor->spr.pos);
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@ -668,7 +668,7 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect)
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// Search Stat List For closest ceiling view sprite
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// Get the match, xoff, yoff from this point
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SWStatIterator it(STAT_FAF);
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while (actor = it.Next())
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while ((actor = it.Next()))
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{
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if (actor->spr.hitag == VIEW_THRU_CEILING && actor->spr.lotag == match)
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{
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@ -679,7 +679,7 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect)
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}
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it.Reset(STAT_FAF);
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while (actor = it.Next())
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while ((actor = it.Next()))
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{
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if (actor->spr.lotag == match)
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{
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@ -729,7 +729,7 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
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// Search Stat List For closest ceiling view sprite
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// Get the match, xoff, yoff from this point
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SWStatIterator it(STAT_FAF);
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while (actor = it.Next())
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while ((actor = it.Next()))
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{
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if (actor->spr.hitag == VIEW_THRU_FLOOR && actor->spr.lotag == match)
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{
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@ -741,7 +741,7 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
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it.Reset(STAT_FAF);
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while (actor = it.Next())
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while ((actor = it.Next()))
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{
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if (actor->spr.lotag == match)
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{
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@ -16783,7 +16783,7 @@ bool WarpToUnderwater(sectortype** psectu, int *x, int *y, int *z)
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// search for DIVE_AREA "over" sprite for reference point
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SWStatIterator it(STAT_DIVE_AREA);
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while (overActor = it.Next())
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while ((overActor = it.Next()))
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{
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if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
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overActor->sector()->hasU() &&
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@ -16799,7 +16799,7 @@ bool WarpToUnderwater(sectortype** psectu, int *x, int *y, int *z)
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// search for UNDERWATER "under" sprite for reference point
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it.Reset(STAT_UNDERWATER);
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while (underActor = it.Next())
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while ((underActor = it.Next()))
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{
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if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
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underActor->sector()->hasU() &&
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@ -16852,7 +16852,7 @@ bool WarpToSurface(sectortype** psectu, int *x, int *y, int *z)
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// search for UNDERWATER "under" sprite for reference point
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SWStatIterator it(STAT_UNDERWATER);
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while (underActor = it.Next())
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while ((underActor = it.Next()))
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{
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if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
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underActor->sector()->hasU() &&
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@ -16868,7 +16868,7 @@ bool WarpToSurface(sectortype** psectu, int *x, int *y, int *z)
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// search for DIVE_AREA "over" sprite for reference point
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it.Reset(STAT_DIVE_AREA);
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while (overActor = it.Next())
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while ((overActor = it.Next()))
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{
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if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
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overActor->sector()->hasU() &&
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@ -16918,7 +16918,7 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
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// search for DIVE_AREA "over" sprite for reference point
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SWStatIterator it(STAT_DIVE_AREA);
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while (overActor = it.Next())
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while ((overActor = it.Next()))
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{
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if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
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overActor->sector()->hasU() &&
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@ -16934,7 +16934,7 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
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// search for UNDERWATER "under" sprite for reference point
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it.Reset(STAT_UNDERWATER);
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while (underActor = it.Next())
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while ((underActor = it.Next()))
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{
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if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
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underActor->sector()->hasU() &&
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@ -16988,7 +16988,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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// search for UNDERWATER "under" sprite for reference point
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SWStatIterator it(STAT_UNDERWATER);
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while (underActor = it.Next())
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while ((underActor = it.Next()))
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{
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if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
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underActor->sector()->hasU() &&
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@ -17008,7 +17008,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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// search for DIVE_AREA "over" sprite for reference point
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it.Reset(STAT_DIVE_AREA);
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while (overActor = it.Next())
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while ((overActor = it.Next()))
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{
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if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
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overActor->sector()->hasU() &&
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