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- Clean up excess code around a few calls to SingleActorFromTID(), since that function is already
designed specifically to handle the case where tid is 0. SVN r4315 (trunk)
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parent
037477a20b
commit
e9702fc43d
1 changed files with 3 additions and 3 deletions
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@ -4598,7 +4598,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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FName varname(FBehavior::StaticLookupString(args[1]), true);
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if (varname != NAME_None)
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{
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AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
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AActor *a = SingleActorFromTID(args[0], activator);
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return a != NULL ? GetUserVariable(a, varname, 0) : 0;
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}
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return 0;
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@ -4637,7 +4637,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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FName varname(FBehavior::StaticLookupString(args[1]), true);
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if (varname != NAME_None)
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{
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AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
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AActor *a = SingleActorFromTID(args[0], activator);
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return a != NULL ? GetUserVariable(a, varname, args[2]) : 0;
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}
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return 0;
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@ -4649,7 +4649,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_CheckActorClass:
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{
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AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
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AActor *a = SingleActorFromTID(args[0], activator);
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return a == NULL ? false : a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
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}
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