Braces around ACTION_RETURN used in an if are no longer optional

This commit is contained in:
Randy Heit 2016-02-18 21:39:13 -06:00
parent b2ccd0bd28
commit b8a16600ac

View file

@ -892,7 +892,9 @@ int DoJumpIfInventory(AActor *owner, AActor *self, AActor *stateowner, FState *c
if (itemamount > 0)
{
if (item->Amount >= itemamount)
{
ACTION_RETURN_STATE(label);
}
}
else if (item->Amount >= item->MaxAmount)
{
@ -2306,9 +2308,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon == NULL)
{
ACTION_RETURN_BOOL(true);
}
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire))
{
ACTION_RETURN_BOOL(true);
}
}
AActor *mo = Spawn( missile, self->Vec3Angle(distance, self->angle, -self->floorclip + self->GetBobOffset() + zheight), ALLOW_REPLACE);
@ -2343,13 +2349,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
{
ACTION_RETURN_BOOL(false);
}
if (chance > 0 && pr_spawnitemex() < chance)
{
ACTION_RETURN_BOOL(true);
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER))
{
ACTION_RETURN_BOOL(true);
}
fixedvec2 pos;
@ -2425,17 +2433,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
PARAM_BOOL_OPT (useammo) { useammo = true; }
if (missile == NULL)
{
ACTION_RETURN_BOOL(true);
}
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon, so use some ammo
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon == NULL)
{
ACTION_RETURN_BOOL(true);
}
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire))
{
ACTION_RETURN_BOOL(true);
}
}
AActor *bo;
@ -3655,7 +3668,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
if (range && !(flags & CLOFF_CHECKPARTIAL))
{
if (distance > range)
{
ACTION_RETURN_STATE(NULL);
}
}
{
@ -3828,8 +3843,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
}
if (target == NULL)
ACTION_RETURN_STATE(NULL); // [KS] Let's not call P_CheckSight unnecessarily in this case.
{ // [KS] Let's not call P_CheckSight unnecessarily in this case.
ACTION_RETURN_STATE(NULL);
}
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
{
ACTION_RETURN_STATE(NULL);
@ -3842,7 +3858,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
// Does the player aim at something that can be shot?
P_AimLineAttack(self, self->angle, MISSILERANGE, &target, (flags & JLOSF_NOAUTOAIM) ? ANGLE_1/2 : 0);
if (!target) ACTION_RETURN_STATE(NULL);
if (!target)
{
ACTION_RETURN_STATE(NULL);
}
switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV))
{
@ -3865,22 +3884,26 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
// [FDARI] If target is not a combatant, don't jump
if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER))
{
ACTION_RETURN_STATE(NULL);
}
// [FDARI] If actors share team, don't jump
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target))
{
ACTION_RETURN_STATE(NULL);
}
fixed_t distance = self->AproxDistance3D(target);
if (dist_max && (distance > dist_max))
{
ACTION_RETURN_STATE(NULL);
}
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
{
ACTION_RETURN_STATE(NULL);
}
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
@ -3892,7 +3915,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
else { viewport = self; }
if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY))
{
ACTION_RETURN_STATE(NULL);
}
if (flags & JLOSF_FLIPFOV)
{
@ -3970,8 +3995,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
{
ACTION_RETURN_STATE(NULL);
}
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
@ -3989,8 +4015,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
}
}
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
{
ACTION_RETURN_STATE(NULL);
}
ACTION_RETURN_STATE(jump);
}
@ -4005,8 +4032,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
PARAM_ACTION_PROLOGUE;
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
{
ACTION_RETURN_STATE(NULL);
}
PARAM_INT (count);
PARAM_STATE (jump);
PARAM_BOOL_OPT (dontincrement) { dontincrement = false; }
@ -4284,8 +4312,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
A_FaceTarget(self);
if (pr_monsterrefire() < prob)
{
ACTION_RETURN_STATE(NULL);
}
if (self->target == NULL
|| P_HitFriend (self)
|| self->target->health <= 0
@ -5458,7 +5487,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies)
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj != NULL && jump && mobj->GetSpecies() == species)
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
@ -6400,14 +6431,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
if (!jump)
{
if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)))
{
ACTION_RETURN_STATE(NULL);
}
}
AActor *ref = COPY_AAPTR(self, ptr);
// We need these to check out.
if (!ref || !classname || distance <= 0)
{
ACTION_RETURN_STATE(NULL);
}
int counter = 0;
bool result = false;
fixed_t closer = distance, farther = 0, current = distance;
@ -6556,7 +6590,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
//Nothing to block it so skip the rest.
bool checker = (flags & CBF_DROPOFF) ? P_CheckMove(mobj, mobj->X(), mobj->Y()) : P_TestMobjLocation(mobj);
if (checker) ACTION_RETURN_STATE(NULL);
if (checker)
{
ACTION_RETURN_STATE(NULL);
}
if (mobj->BlockingMobj)
{
@ -6573,8 +6610,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
//this point. I.e. A_CheckBlock("",CBF_SETTRACER) is like having CBF_NOLINES.
//It gets the mobj blocking, if any, and doesn't jump at all.
if (!block)
{
ACTION_RETURN_STATE(NULL);
}
//[MC] Easiest way to tell if an actor is blocking it, use the pointers.
if (mobj->BlockingMobj || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
{