mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-02-16 08:32:02 +00:00
- fixed most of implicit fallthrough compilation warnings
src/common/console/c_console.cpp:1032:4: warning: this statement may fall through [-Wimplicit-fallthrough=] src/common/console/c_console.cpp:958:4: warning: this statement may fall through [-Wimplicit-fallthrough=] src/common/scripting/backend/codegen.cpp:2969:4: warning: this statement may fall through [-Wimplicit-fallthrough=] src/common/scripting/frontend/zcc_compile.cpp:2656:4: warning: this statement may fall through [-Wimplicit-fallthrough=] src/common/scripting/frontend/zcc_compile.cpp:521:5: warning: this statement may fall through [-Wimplicit-fallthrough=] src/common/scripting/jit/jit_math.cpp:966:19: warning: this statement may fall through [-Wimplicit-fallthrough=] src/d_main.cpp:1538:3: warning: this statement may fall through [-Wimplicit-fallthrough=] src/d_main.cpp:1549:3: warning: this statement may fall through [-Wimplicit-fallthrough=] src/d_main.cpp:3820:3: warning: this statement may fall through [-Wimplicit-fallthrough=] src/gameconfigfile.cpp:544:25: warning: this statement may fall through [-Wimplicit-fallthrough=] src/gamedata/p_xlat.cpp:193:11: warning: this statement may fall through [-Wimplicit-fallthrough=] src/gamedata/p_xlat.cpp:200:11: warning: this statement may fall through [-Wimplicit-fallthrough=] src/gamedata/p_xlat.cpp:210:11: warning: this statement may fall through [-Wimplicit-fallthrough=] src/g_game.cpp:1145:20: warning: this statement may fall through [-Wimplicit-fallthrough=] src/maploader/maploader.cpp:2142:3: warning: this statement may fall through [-Wimplicit-fallthrough=] src/menu/doommenu.cpp:159:28: warning: this statement may fall through [-Wimplicit-fallthrough=] src/m_cheat.cpp:109:3: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/mapthinkers/a_ceiling.cpp:254:24: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/mapthinkers/a_floor.cpp:322:18: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/mapthinkers/a_floor.cpp:330:18: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/mapthinkers/a_floor.cpp:344:10: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/mapthinkers/a_plats.cpp:129:47: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/mapthinkers/a_plats.cpp:284:8: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/p_acs.cpp:6302:18: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/p_acs.cpp:8111:16: warning: this statement may fall through [-Wimplicit-fallthrough=] src/playsim/p_spec.cpp:344:6: warning: this statement may fall through [-Wimplicit-fallthrough=] src/scripting/decorate/thingdef_parse.cpp:1343:9: warning: this statement may fall through [-Wimplicit-fallthrough=] src/scripting/zscript/zcc_compile_doom.cpp:298:12: warning: this statement may fall through [-Wimplicit-fallthrough=] src/wi_stuff.cpp:463:14: warning: this statement may fall through [-Wimplicit-fallthrough=]
This commit is contained in:
parent
112640e6c0
commit
b8b93e0dd8
19 changed files with 29 additions and 2 deletions
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@ -968,6 +968,7 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
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break;
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}
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// Intentional fall-through for command(s) added with Ctrl-D
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[[fallthrough]];
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case '\r':
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{
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@ -1033,6 +1034,7 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
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{
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break;
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}
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[[fallthrough]];
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case GK_ESCAPE:
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// Close console and clear command line. But if we're in the
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// fullscreen console mode, there's nothing to fall back on
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@ -2967,6 +2967,7 @@ FxExpression *FxMulDiv::Resolve(FCompileContext& ctx)
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case '/':
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// For division, the vector must be the first operand.
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if (right->IsVector()) goto error;
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[[fallthrough]];
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case '*':
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if (left->IsVector() && right->IsNumeric())
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@ -523,6 +523,7 @@ ZCCCompiler::ZCCCompiler(ZCC_AST &ast, DObject *_outer, PSymbolTable &_symbols,
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ProcessStruct(static_cast<ZCC_Struct*>(node), tnode, nullptr);
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break;
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}
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goto common;
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common:
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case AST_ConstantDef:
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@ -2655,6 +2656,7 @@ FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast, bool substitute)
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}
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}
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// fall through if this isn't an array access node.
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[[fallthrough]];
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default:
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Error(fcall, "Invalid function identifier");
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@ -963,7 +963,7 @@ void JitCompiler::EmitFLOP()
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FuncPtr func = nullptr;
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switch (C)
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{
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default: I_Error("Unknown OP_FLOP subfunction");
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default: I_Error("Unknown OP_FLOP subfunction"); break;
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case FLOP_ABS: func = fabs; break;
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case FLOP_EXP: func = g_exp; break;
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case FLOP_LOG: func = g_log; break;
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@ -1543,6 +1543,7 @@ void D_DoAdvanceDemo (void)
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break;
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}
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// fall through to case 1 if no advisory notice
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[[fallthrough]];
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case 1:
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Advisory = NULL;
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@ -1564,6 +1565,7 @@ void D_DoAdvanceDemo (void)
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break;
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}
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}
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[[fallthrough]];
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default:
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case 0:
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@ -3822,6 +3824,7 @@ void I_UpdateWindowTitle()
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titlestr.Format("%s - %s", level.LevelName.GetChars(), GameStartupInfo.Name.GetChars());
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break;
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}
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[[fallthrough]];
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case 2:
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titlestr = GameStartupInfo.Name;
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break;
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@ -1143,6 +1143,7 @@ void G_Ticker ()
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G_CheckDemoStatus();
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G_RecordDemo(newdemoname);
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G_BeginRecording(newdemomap);
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[[fallthrough]];
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case ga_newgame2: // Silence GCC (see above)
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case ga_newgame:
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G_DoNewGame ();
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@ -542,6 +542,7 @@ void FGameConfigFile::DoGlobalSetup ()
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case 1:
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newvalue.Int = 0;
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var->SetGenericRep(newvalue, CVAR_Int);
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[[fallthrough]];
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case 3:
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case 4:
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vid_scale_linear = true;
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@ -191,6 +191,7 @@ void FLevelLocals::TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineinde
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{
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case WalkMany:
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flags |= ML_REPEAT_SPECIAL;
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[[fallthrough]];
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case WalkOnce:
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ld->activation = SPAC_Cross;
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break;
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@ -198,6 +199,7 @@ void FLevelLocals::TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineinde
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case SwitchMany:
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case PushMany:
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flags |= ML_REPEAT_SPECIAL;
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[[fallthrough]];
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case SwitchOnce:
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case PushOnce:
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if (passthrough)
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@ -208,6 +210,7 @@ void FLevelLocals::TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineinde
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case GunMany:
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flags |= ML_REPEAT_SPECIAL;
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[[fallthrough]];
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case GunOnce:
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ld->activation = SPAC_Impact;
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break;
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@ -114,6 +114,7 @@ void cht_DoCheat (player_t *player, int cheat)
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player->health = deh.GodHealth;
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}
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// fall through to CHT_GOD
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[[fallthrough]];
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case CHT_GOD:
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player->cheats ^= CF_GODMODE;
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if (player->cheats & CF_GODMODE)
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@ -2141,6 +2141,7 @@ void MapLoader::ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec
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break;
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}
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// Fallthrough for Hexen maps is intentional
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[[fallthrough]];
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default: // normal cases
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@ -157,6 +157,7 @@ bool M_SetSpecialMenu(FName& menu, int param)
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// sent either from skill menu or confirmation screen. Skill gets only set if sent from skill menu
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// Now we can finally start the game. Ugh...
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NewGameStartupInfo.Skill = param;
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[[fallthrough]];
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case NAME_StartgameConfirmed:
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G_DeferedInitNew (&NewGameStartupInfo);
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@ -252,6 +252,7 @@ bool FLevelLocals::CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t
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case DCeiling::ceilCrushAndRaise:
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case DCeiling::ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.fD();
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[[fallthrough]];
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case DCeiling::ceilLowerAndCrush:
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targheight = FindHighestFloorPoint (sec, &spot);
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targheight += height;
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@ -320,6 +320,7 @@ bool FLevelLocals::CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *
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case DFloor::floorLowerInstant:
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floor->m_Speed = height;
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[[fallthrough]];
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case DFloor::floorLowerByValue:
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floor->m_Direction = -1;
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newheight = sec->CenterFloor() - height;
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@ -328,6 +329,7 @@ bool FLevelLocals::CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *
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case DFloor::floorRaiseInstant:
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floor->m_Speed = height;
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[[fallthrough]];
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case DFloor::floorRaiseByValue:
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floor->m_Direction = 1;
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newheight = sec->CenterFloor() + height;
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@ -342,6 +344,7 @@ bool FLevelLocals::CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *
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case DFloor::floorRaiseAndCrushDoom:
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height = 8;
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[[fallthrough]];
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case DFloor::floorRaiseToLowestCeiling:
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floor->m_Direction = 1;
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newheight = FindLowestCeilingSurrounding(sec, &spot) - height;
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@ -127,6 +127,7 @@ void DPlat::Tick ()
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// better use a flag to avoid problems elsewhere. For example,
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// keeping the thinker would make tagwait wait indefinitely.
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m_Sector->planes[sector_t::floor].Flags |= PLANEF_BLOCKED;
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[[fallthrough]];
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case platRaiseAndStay:
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case platDownByValue:
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case platDownWaitUpStay:
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@ -282,6 +283,7 @@ bool FLevelLocals::EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, doub
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{
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case DPlat::platToggle:
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rtn = true;
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[[fallthrough]];
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case DPlat::platPerpetualRaise:
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ActivateInStasisPlat (tag);
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break;
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@ -6299,7 +6299,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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int tid1 = 0, tid2 = 0;
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switch (argCount)
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{
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case 4: tid2 = args[3];
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case 4: tid2 = args[3]; [[fallthrough]];
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case 3: tid1 = args[2];
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}
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@ -8109,6 +8109,7 @@ int DLevelScript::RunScript()
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case PCD_SETRESULTVALUE:
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resultValue = STACK(1);
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[[fallthrough]];
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case PCD_DROP: //fall through.
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sp--;
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break;
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@ -345,6 +345,7 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType,
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{
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break;
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}
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[[fallthrough]];
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case Teleport:
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case Teleport_NoFog:
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case Teleport_Line:
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@ -1345,6 +1345,7 @@ void ParseDecorate (FScanner &sc, PNamespace *ns)
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ParseDamageDefinition(sc);
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break;
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}
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[[fallthrough]];
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default:
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sc.RestorePos(pos);
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ParseOldDecoration(sc, DEF_Decoration, ns);
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@ -296,6 +296,7 @@ void ZCCDoomCompiler::DispatchProperty(FPropertyInfo *prop, ZCC_PropertyStmt *pr
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case 'C': // this parser accepts colors only in string form.
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pref.i = 1;
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[[fallthrough]];
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case 'S':
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case 'T': // a filtered string (ZScript only parses filtered strings so there's nothing to do here.)
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conv.s = GetStringConst(ex, ctx);
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@ -461,6 +461,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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an.LevelName = sc.String;
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sc.MustGetString();
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caseval = sc.MustMatchString(WI_Cmd);
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[[fallthrough]];
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default:
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switch (caseval)
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