SW: Handle cases in which the result of an expression

with (possible) side-effects is written to an unused var.

git-svn-id: https://svn.eduke32.com/eduke32@8688 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/console.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/save.cpp
#	source/sw/src/sounds.cpp
#	source/sw/src/swconfig.cpp
This commit is contained in:
ny00123 2020-03-06 15:49:58 +00:00 committed by Christoph Oelckers
parent d55871927a
commit ed6e9df07c
3 changed files with 5 additions and 10 deletions

View file

@ -811,7 +811,6 @@ int PachinkoCheckWin(short SpriteNum)
{ {
SPRITEp sp = &sprite[SpriteNum]; SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
short rnd;
u->WaitTics = 0; // Can operate it again now u->WaitTics = 0; // Can operate it again now
@ -820,7 +819,7 @@ int PachinkoCheckWin(short SpriteNum)
if (TEST_BOOL1(sp)) return 0; if (TEST_BOOL1(sp)) return 0;
// Well? Did I win????! // Well? Did I win????!
rnd = RANDOM_RANGE(1000); /*short rnd = */RANDOM_RANGE(1000);
if (RANDOM_RANGE(1000) > 900 || Pachinko_Win_Cheat) if (RANDOM_RANGE(1000) > 900 || Pachinko_Win_Cheat)
{ {
short i, nexti; short i, nexti;

View file

@ -2280,7 +2280,6 @@ void
DoPlayerSlide(PLAYERp pp) DoPlayerSlide(PLAYERp pp)
{ {
USERp u = User[pp->PlayerSprite]; USERp u = User[pp->PlayerSprite];
int ret;
int push_ret; int push_ret;
if ((pp->slide_xvect|pp->slide_yvect) == 0) if ((pp->slide_xvect|pp->slide_yvect) == 0)
@ -2308,7 +2307,7 @@ DoPlayerSlide(PLAYERp pp)
} }
return; return;
} }
ret = clipmove((vec3_t *)pp, &pp->cursectnum, pp->slide_xvect, pp->slide_yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); clipmove((vec3_t *)pp, &pp->cursectnum, pp->slide_xvect, pp->slide_yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
PlayerCheckValidMove(pp); PlayerCheckValidMove(pp);
push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
if (push_ret < 0) if (push_ret < 0)
@ -2538,7 +2537,6 @@ void PlayerSectorBound(PLAYERp pp, int amt)
void void
DoPlayerMove(PLAYERp pp) DoPlayerMove(PLAYERp pp)
{ {
int ret = 0;
USERp u = User[pp->PlayerSprite]; USERp u = User[pp->PlayerSprite];
int friction; int friction;
int save_cstat; int save_cstat;
@ -2622,7 +2620,7 @@ DoPlayerMove(PLAYERp pp)
save_cstat = pp->SpriteP->cstat; save_cstat = pp->SpriteP->cstat;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK); RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
ret = clipmove((vec3_t *)pp, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); clipmove((vec3_t *)pp, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
pp->SpriteP->cstat = save_cstat; pp->SpriteP->cstat = save_cstat;
PlayerCheckValidMove(pp); PlayerCheckValidMove(pp);
@ -2790,7 +2788,6 @@ DoPlayerMoveBoat(PLAYERp pp)
{ {
int z; int z;
int floor_dist; int floor_dist;
int ret;
short save_sectnum; short save_sectnum;
SECTOR_OBJECTp sop = pp->sop; SECTOR_OBJECTp sop = pp->sop;
@ -2855,7 +2852,7 @@ DoPlayerMoveBoat(PLAYERp pp)
pp->cursectnum = pp->sop->op_main_sector; // for speed pp->cursectnum = pp->sop->op_main_sector; // for speed
floor_dist = labs(z - pp->sop->floor_loz); floor_dist = labs(z - pp->sop->floor_loz);
ret = clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER); clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
OperateSectorObject(pp->sop, pp->pang, pp->posx, pp->posy); OperateSectorObject(pp->sop, pp->pang, pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed pp->cursectnum = save_sectnum; // for speed

View file

@ -1080,7 +1080,6 @@ DoExplodeSector(short match)
{ {
short orig_ang; short orig_ang;
int zh; int zh;
USERp u;
short cf,nextcf; short cf,nextcf;
SPRITEp esp; SPRITEp esp;
@ -1096,7 +1095,7 @@ DoExplodeSector(short match)
continue; continue;
if (!User[cf]) if (!User[cf])
u = SpawnUser(cf, 0, NULL); /*u = */SpawnUser(cf, 0, NULL);
sectp = &sector[esp->sectnum]; sectp = &sector[esp->sectnum];