- fixed conditions with SND_PlayerReserve flag

src/sound/s_advsound.cpp:953:9: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
src/sound/s_advsound.cpp:1264:20: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
src/sound/s_advsound.cpp:1426:6: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
This commit is contained in:
alexey.lysiuk 2020-04-12 11:49:47 +03:00
parent 72c8df530f
commit 5a56f209d3

View file

@ -950,7 +950,7 @@ static void S_AddSNDINFO (int lump)
S_ParsePlayerSoundCommon (sc, pclass, gender, refid); S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
targid = soundEngine->FindSoundNoHash (sc.String); targid = soundEngine->FindSoundNoHash (sc.String);
if (!S_sfx[targid].UserData[0] & SND_PlayerReserve) if (!(S_sfx[targid].UserData[0] & SND_PlayerReserve))
{ {
sc.ScriptError ("%s is not a player sound", sc.String); sc.ScriptError ("%s is not a player sound", sc.String);
} }
@ -1261,7 +1261,7 @@ static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender
sc.MustGetString (); sc.MustGetString ();
refid = soundEngine->FindSoundNoHash (sc.String); refid = soundEngine->FindSoundNoHash (sc.String);
auto &S_sfx = soundEngine->GetSounds(); auto &S_sfx = soundEngine->GetSounds();
if (refid != 0 && !S_sfx[refid].UserData[0] & SND_PlayerReserve && !S_sfx[refid].bTentative) if (refid != 0 && !(S_sfx[refid].UserData[0] & SND_PlayerReserve) && !S_sfx[refid].bTentative)
{ {
sc.ScriptError ("%s has already been used for a non-player sound.", sc.String); sc.ScriptError ("%s has already been used for a non-player sound.", sc.String);
} }
@ -1423,7 +1423,7 @@ int S_LookupPlayerSound (const char *pclass, int gender, const char *name)
int S_LookupPlayerSound (const char *pclass, int gender, FSoundID refid) int S_LookupPlayerSound (const char *pclass, int gender, FSoundID refid)
{ {
auto &S_sfx = soundEngine->GetSounds(); auto &S_sfx = soundEngine->GetSounds();
if (!S_sfx[refid].UserData[0] & SND_PlayerReserve) if (!(S_sfx[refid].UserData[0] & SND_PlayerReserve))
{ // Not a player sound, so just return this sound { // Not a player sound, so just return this sound
return refid; return refid;
} }