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https://github.com/ZDoom/raze-gles.git
synced 2024-11-13 07:58:04 +00:00
Replace a bunch of fall-through comments with our fallthrough__ macro.
git-svn-id: https://svn.eduke32.com/eduke32@6976 1a8010ca-5511-0410-912e-c29ae57300e0
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7 changed files with 15 additions and 14 deletions
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@ -559,6 +559,7 @@ int32_t handleevents_pollsdl(void)
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ev.motion.yrel /= 12;
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ev.motion.yrel /= 12;
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}
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}
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#endif
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#endif
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fallthrough__;
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default: // OSD_Printf("Got event (%d)\n", ev.type); break;
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default: // OSD_Printf("Got event (%d)\n", ev.type); break;
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rv = handleevents_sdlcommon(&ev);
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rv = handleevents_sdlcommon(&ev);
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break;
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break;
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@ -4637,7 +4637,7 @@ ACTOR_STATIC void G_MoveActors(void)
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int const j = A_Spawn(spriteNum, (PLUTOPAK ? FRAMEEFFECT1 : FRAMEEFFECT1_13));
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int const j = A_Spawn(spriteNum, (PLUTOPAK ? FRAMEEFFECT1 : FRAMEEFFECT1_13));
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actor[j].t_data[0] = 3;
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actor[j].t_data[0] = 3;
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}
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}
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/* fall-through */
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fallthrough__;
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case HEAVYHBOMB__STATIC:
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case HEAVYHBOMB__STATIC:
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{
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{
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int playerNum;
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int playerNum;
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@ -7347,11 +7347,11 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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case LASERLINE__STATIC: continue;
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case LASERLINE__STATIC: continue;
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}
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}
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// fall-through
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fallthrough__;
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case STAT_STANDABLE:
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case STAT_STANDABLE:
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if (sprite[sectSprite].picnum == TRIPBOMB)
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if (sprite[sectSprite].picnum == TRIPBOMB)
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break;
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break;
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// else, fall-through
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fallthrough__;
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case STAT_ACTOR:
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case STAT_ACTOR:
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case STAT_DEFAULT:
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case STAT_DEFAULT:
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if (sprite[sectSprite].picnum == BOLT1
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if (sprite[sectSprite].picnum == BOLT1
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@ -7683,7 +7683,7 @@ static void Keys2d(void)
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{
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{
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case 0:
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case 0:
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printmessage16("MAP LIMITS EXCEEDED!");
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printmessage16("MAP LIMITS EXCEEDED!");
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/* fall-through */
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fallthrough__;
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default:
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default:
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k = 0;
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k = 0;
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break;
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break;
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@ -3174,7 +3174,7 @@ int A_Spawn(int spriteNum, int tileNum)
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case SE_11_SWINGING_DOOR: // Pivitor rotater
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case SE_11_SWINGING_DOOR: // Pivitor rotater
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T4(newSprite) = (pSprite->ang > 1024) ? 2 : -2;
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T4(newSprite) = (pSprite->ang > 1024) ? 2 : -2;
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/* fall-through */
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fallthrough__;
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case SE_0_ROTATING_SECTOR:
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case SE_0_ROTATING_SECTOR:
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case SE_2_EARTHQUAKE: // Earthquakemakers
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case SE_2_EARTHQUAKE: // Earthquakemakers
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case SE_5: // Boss Creature
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case SE_5: // Boss Creature
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@ -2027,7 +2027,7 @@ static int32_t C_ParseCommand(void)
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*g_scriptPtr++ = -1;
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*g_scriptPtr++ = -1;
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return 0;
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return 0;
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}
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}
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// fall-through
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fallthrough__;
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case CON_STATE:
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case CON_STATE:
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if (C_GetNextLabelName(1))
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if (C_GetNextLabelName(1))
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return 1;
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return 1;
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@ -2622,7 +2622,7 @@ repeatcase:
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return 1;
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return 1;
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}
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}
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textptr++;
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textptr++;
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// fall-through
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fallthrough__;
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case CON_SETARRAY:
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case CON_SETARRAY:
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if (C_GetNextLabelName(1))
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if (C_GetNextLabelName(1))
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return 1;
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return 1;
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@ -1109,7 +1109,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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if (playerNum < 0)
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if (playerNum < 0)
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shootAng += 1024;
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shootAng += 1024;
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Zvel = 1024 - (krand() & 2047);
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Zvel = 1024 - (krand() & 2047);
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// fall-through
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fallthrough__;
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case KNEE__STATIC:
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case KNEE__STATIC:
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if (projecTile == KNEE)
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if (projecTile == KNEE)
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{
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{
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@ -1389,7 +1389,7 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
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default:
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default:
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if (CheckDoorTile(nSwitchPicnum) == 0)
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if (CheckDoorTile(nSwitchPicnum) == 0)
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break;
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break;
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/* fall-through */
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fallthrough__;
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case DIPSWITCH_LIKE_CASES:
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case DIPSWITCH_LIKE_CASES:
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if (G_IsLikeDipswitch(nSwitchPicnum))
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if (G_IsLikeDipswitch(nSwitchPicnum))
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{
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{
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@ -1401,7 +1401,7 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
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S_PlaySound3D(END_OF_LEVEL_WARN, g_player[playerNum].ps->i, &davector);
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S_PlaySound3D(END_OF_LEVEL_WARN, g_player[playerNum].ps->i, &davector);
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}
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}
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/* fall-through */
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fallthrough__;
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case ACCESSSWITCH_CASES:
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case ACCESSSWITCH_CASES:
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case MULTISWITCH__STATIC:
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case MULTISWITCH__STATIC:
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case REST_SWITCH_CASES:
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case REST_SWITCH_CASES:
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@ -1563,7 +1563,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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#ifndef EDUKE32_STANDALONE
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#ifndef EDUKE32_STANDALONE
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case W_FORCEFIELD__STATIC:
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case W_FORCEFIELD__STATIC:
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pWall->extra = 1; // tell the forces to animate
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pWall->extra = 1; // tell the forces to animate
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/* fall-through */
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fallthrough__;
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case BIGFORCE__STATIC:
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case BIGFORCE__STATIC:
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{
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{
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updatesector(vPos->x, vPos->y, §Num);
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updatesector(vPos->x, vPos->y, §Num);
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@ -2116,7 +2116,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
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}
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}
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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A_PlaySound(SQUISHED,spriteNum);
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A_PlaySound(SQUISHED,spriteNum);
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/* fall-through */
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fallthrough__;
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case BOTTLE7__STATIC:
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case BOTTLE7__STATIC:
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A_PlaySound(GLASS_BREAKING,spriteNum);
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A_PlaySound(GLASS_BREAKING,spriteNum);
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A_SpawnWallGlass(spriteNum,-1,10);
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A_SpawnWallGlass(spriteNum,-1,10);
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@ -2230,7 +2230,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
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case JURYGUY__STATIC:
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case JURYGUY__STATIC:
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A_PlaySound(SLT(spriteNum),spriteNum);
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A_PlaySound(SLT(spriteNum),spriteNum);
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A_Spawn(spriteNum,SHT(spriteNum));
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A_Spawn(spriteNum,SHT(spriteNum));
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/* fall-through */
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fallthrough__;
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case SPACEMARINE__STATIC:
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case SPACEMARINE__STATIC:
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sprite[spriteNum].extra -= sprite[dmgSrc].extra;
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sprite[spriteNum].extra -= sprite[dmgSrc].extra;
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if (sprite[spriteNum].extra > 0) break;
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if (sprite[spriteNum].extra > 0) break;
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@ -2288,7 +2288,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
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case PLAYERONWATER__STATIC:
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case PLAYERONWATER__STATIC:
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spriteNum = OW(spriteNum);
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spriteNum = OW(spriteNum);
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/* fall-through */
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fallthrough__;
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default:
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default:
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if ((sprite[spriteNum].cstat&16) && SHT(spriteNum) == 0 && SLT(spriteNum) == 0 && sprite[spriteNum].statnum == STAT_DEFAULT)
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if ((sprite[spriteNum].cstat&16) && SHT(spriteNum) == 0 && SLT(spriteNum) == 0 && sprite[spriteNum].statnum == STAT_DEFAULT)
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break;
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break;
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