diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 778c758c6d..c9c4f5a6bf 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -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)) {