diff --git a/source/build/src/sdlayer12.cpp b/source/build/src/sdlayer12.cpp index e0789387a..b70d68c7a 100644 --- a/source/build/src/sdlayer12.cpp +++ b/source/build/src/sdlayer12.cpp @@ -559,6 +559,7 @@ int32_t handleevents_pollsdl(void) ev.motion.yrel /= 12; } #endif + fallthrough__; default: // OSD_Printf("Got event (%d)\n", ev.type); break; rv = handleevents_sdlcommon(&ev); break; diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index 4a800f569..e58564c3a 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -4637,7 +4637,7 @@ ACTOR_STATIC void G_MoveActors(void) int const j = A_Spawn(spriteNum, (PLUTOPAK ? FRAMEEFFECT1 : FRAMEEFFECT1_13)); actor[j].t_data[0] = 3; } - /* fall-through */ + fallthrough__; case HEAVYHBOMB__STATIC: { int playerNum; @@ -7347,11 +7347,11 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 case LASERLINE__STATIC: continue; } - // fall-through + fallthrough__; case STAT_STANDABLE: if (sprite[sectSprite].picnum == TRIPBOMB) break; - // else, fall-through + fallthrough__; case STAT_ACTOR: case STAT_DEFAULT: if (sprite[sectSprite].picnum == BOLT1 diff --git a/source/duke3d/src/astub.cpp b/source/duke3d/src/astub.cpp index 830e1d25a..f044891d4 100644 --- a/source/duke3d/src/astub.cpp +++ b/source/duke3d/src/astub.cpp @@ -7683,7 +7683,7 @@ static void Keys2d(void) { case 0: printmessage16("MAP LIMITS EXCEEDED!"); - /* fall-through */ + fallthrough__; default: k = 0; break; diff --git a/source/duke3d/src/game.cpp b/source/duke3d/src/game.cpp index 44835b5c4..598f913df 100644 --- a/source/duke3d/src/game.cpp +++ b/source/duke3d/src/game.cpp @@ -3174,7 +3174,7 @@ int A_Spawn(int spriteNum, int tileNum) case SE_11_SWINGING_DOOR: // Pivitor rotater T4(newSprite) = (pSprite->ang > 1024) ? 2 : -2; - /* fall-through */ + fallthrough__; case SE_0_ROTATING_SECTOR: case SE_2_EARTHQUAKE: // Earthquakemakers case SE_5: // Boss Creature diff --git a/source/duke3d/src/m32def.cpp b/source/duke3d/src/m32def.cpp index 0ed1c4575..27ff845c8 100644 --- a/source/duke3d/src/m32def.cpp +++ b/source/duke3d/src/m32def.cpp @@ -2027,7 +2027,7 @@ static int32_t C_ParseCommand(void) *g_scriptPtr++ = -1; return 0; } - // fall-through + fallthrough__; case CON_STATE: if (C_GetNextLabelName(1)) return 1; @@ -2622,7 +2622,7 @@ repeatcase: return 1; } textptr++; - // fall-through + fallthrough__; case CON_SETARRAY: if (C_GetNextLabelName(1)) return 1; diff --git a/source/duke3d/src/player.cpp b/source/duke3d/src/player.cpp index 92f472c58..a79dc4c2d 100644 --- a/source/duke3d/src/player.cpp +++ b/source/duke3d/src/player.cpp @@ -1109,7 +1109,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec if (playerNum < 0) shootAng += 1024; Zvel = 1024 - (krand() & 2047); - // fall-through + fallthrough__; case KNEE__STATIC: if (projecTile == KNEE) { diff --git a/source/duke3d/src/sector.cpp b/source/duke3d/src/sector.cpp index 0700a6d83..3b7086c62 100644 --- a/source/duke3d/src/sector.cpp +++ b/source/duke3d/src/sector.cpp @@ -1389,7 +1389,7 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType) default: if (CheckDoorTile(nSwitchPicnum) == 0) break; - /* fall-through */ + fallthrough__; case DIPSWITCH_LIKE_CASES: if (G_IsLikeDipswitch(nSwitchPicnum)) { @@ -1401,7 +1401,7 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType) S_PlaySound3D(END_OF_LEVEL_WARN, g_player[playerNum].ps->i, &davector); } - /* fall-through */ + fallthrough__; case ACCESSSWITCH_CASES: case MULTISWITCH__STATIC: case REST_SWITCH_CASES: @@ -1563,7 +1563,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w #ifndef EDUKE32_STANDALONE case W_FORCEFIELD__STATIC: pWall->extra = 1; // tell the forces to animate - /* fall-through */ + fallthrough__; case BIGFORCE__STATIC: { updatesector(vPos->x, vPos->y, §Num); @@ -2116,7 +2116,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) } A_PlaySound(GLASS_HEAVYBREAK,spriteNum); A_PlaySound(SQUISHED,spriteNum); - /* fall-through */ + fallthrough__; case BOTTLE7__STATIC: A_PlaySound(GLASS_BREAKING,spriteNum); A_SpawnWallGlass(spriteNum,-1,10); @@ -2230,7 +2230,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) case JURYGUY__STATIC: A_PlaySound(SLT(spriteNum),spriteNum); A_Spawn(spriteNum,SHT(spriteNum)); - /* fall-through */ + fallthrough__; case SPACEMARINE__STATIC: sprite[spriteNum].extra -= sprite[dmgSrc].extra; if (sprite[spriteNum].extra > 0) break; @@ -2288,7 +2288,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) case PLAYERONWATER__STATIC: spriteNum = OW(spriteNum); - /* fall-through */ + fallthrough__; default: if ((sprite[spriteNum].cstat&16) && SHT(spriteNum) == 0 && SLT(spriteNum) == 0 && sprite[spriteNum].statnum == STAT_DEFAULT) break;