- fixed: DoCheckSpecies got an actor's species by directly reading the 'species' variable, bypassing initialization in GetSpecies.

- cleaned up DoCheckSpecies and DoCheckFilter which both contained several redundant checks and renamed DoCheckFilter to DoCheckClass.
This commit is contained in:
Christoph Oelckers 2015-03-27 09:57:33 +01:00
parent 602f541e31
commit 19cea0f626
1 changed files with 14 additions and 11 deletions

View File

@ -5186,15 +5186,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
ref->Speed = speed;
}
static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
{
return (!(species) || mo->Species == NAME_None || (species && ((exclude) ? (mo->Species != species) : (mo->Species == species))));
FName actorSpecies = mo->GetSpecies();
if (filterSpecies == NAME_None) return true;
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
}
static bool DoCheckFilter(AActor *mo, const PClass *filter, bool exclude)
static bool DoCheckClass(AActor *mo, const PClass *filterClass, bool exclude)
{
const PClass *c1 = mo->GetClass();
return (!(filter) || (filter == NULL) || (filter && ((exclude) ? (c1 != filter) : (c1 == filter))));
const PClass *actorClass = mo->GetClass();
if (filterClass == NULL) return true;
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
}
//===========================================================================
@ -5228,8 +5231,8 @@ enum DMSS
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags, const PClass *filter, FName species)
{
bool filterpass = DoCheckFilter(dmgtarget, filter, (flags & DMSS_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(dmgtarget, species, (flags & DMSS_EXSPECIES) ? true : false);
bool filterpass = DoCheckClass(dmgtarget, filter, !!(flags & DMSS_EXFILTER)),
speciespass = DoCheckSpecies(dmgtarget, species, !!(flags & DMSS_EXSPECIES));
if ((flags & DMSS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
{
int dmgFlags = 0;
@ -5408,8 +5411,8 @@ enum KILS
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags, const PClass *filter, FName species)
{
bool filterpass = DoCheckFilter(killtarget, filter, (flags & KILS_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(killtarget, species, (flags & KILS_EXSPECIES) ? true : false);
bool filterpass = DoCheckClass(killtarget, filter, !!(flags & KILS_EXFILTER)),
speciespass = DoCheckSpecies(killtarget, species, !!(flags & KILS_EXSPECIES));
if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way.
{
int dmgFlags = DMG_NO_ARMOR | DMG_NO_FACTOR;
@ -5569,8 +5572,8 @@ enum RMVF_flags
static void DoRemove(AActor *removetarget, int flags, const PClass *filter, FName species)
{
bool filterpass = DoCheckFilter(removetarget, filter, (flags & RMVF_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(removetarget, species, (flags & RMVF_EXSPECIES) ? true : false);
bool filterpass = DoCheckClass(removetarget, filter, !!(flags & RMVF_EXFILTER)),
speciespass = DoCheckSpecies(removetarget, species, !!(flags & RMVF_EXSPECIES));
if ((flags & RMVF_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
{
if ((flags & RMVF_EVERYTHING))