- Fixed useless 'array != NULL' check.

- 'notranslate != NULL' is completely useless, because 'notranslate' is an array, hence removed.
- I interpreted 'SbarInfoScript != NULL' as a typo, since 1)in the next expression inside the condition there's a dereference to 'SBarInfoScript[SCRIPT_CUSTOM]' and 2)'SBarInfoScript[SCRIPT_CUSTOM]' is checked against 'NULL', in line 352, and then dereferenced when introducing 'cstype'.
This commit is contained in:
Edoardo Prezioso 2014-03-01 22:27:40 +01:00
parent e7f427aa60
commit 1fb757f6f1
2 changed files with 9 additions and 15 deletions

View file

@ -387,7 +387,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
StatusBar->NewGame (); StatusBar->NewGame ();
setsizeneeded = true; setsizeneeded = true;
if (gameinfo.gametype == GAME_Strife || (SBarInfoScript != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife)) if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
{ {
// Set the initial quest log text for Strife. // Set the initial quest log text for Strife.
for (i = 0; i < MAXPLAYERS; ++i) for (i = 0; i < MAXPLAYERS; ++i)

View file

@ -2009,26 +2009,20 @@ void FSpecialFont::LoadTranslations()
} }
// exclude the non-translated colors from the translation calculation // exclude the non-translated colors from the translation calculation
if (notranslate != NULL) for (i = 0; i < 256; i++)
{ if (notranslate[i])
for (i = 0; i < 256; i++) usedcolors[i] = false;
if (notranslate[i])
usedcolors[i] = false;
}
TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity); TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
// Map all untranslated colors into the table of used colors // Map all untranslated colors into the table of used colors
if (notranslate != NULL) for (i = 0; i < 256; i++)
{ {
for (i = 0; i < 256; i++) if (notranslate[i])
{ {
if (notranslate[i]) PatchRemap[i] = TotalColors;
{ identity[TotalColors] = i;
PatchRemap[i] = TotalColors; TotalColors++;
identity[TotalColors] = i;
TotalColors++;
}
} }
} }