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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
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3 changed files with 5 additions and 10 deletions
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@ -811,7 +811,6 @@ int PachinkoCheckWin(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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short rnd;
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u->WaitTics = 0; // Can operate it again now
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@ -820,7 +819,7 @@ int PachinkoCheckWin(short SpriteNum)
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if (TEST_BOOL1(sp)) return 0;
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// Well? Did I win????!
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rnd = RANDOM_RANGE(1000);
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/*short rnd = */RANDOM_RANGE(1000);
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if (RANDOM_RANGE(1000) > 900 || Pachinko_Win_Cheat)
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{
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short i, nexti;
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@ -2280,7 +2280,6 @@ void
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DoPlayerSlide(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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int ret;
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int push_ret;
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if ((pp->slide_xvect|pp->slide_yvect) == 0)
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@ -2308,7 +2307,7 @@ DoPlayerSlide(PLAYERp pp)
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}
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return;
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}
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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);
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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);
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PlayerCheckValidMove(pp);
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push_ret = pushmove((vec3_t *)pp, &pp->cursectnum, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
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if (push_ret < 0)
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@ -2538,7 +2537,6 @@ void PlayerSectorBound(PLAYERp pp, int amt)
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void
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DoPlayerMove(PLAYERp pp)
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{
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int ret = 0;
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USERp u = User[pp->PlayerSprite];
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int friction;
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int save_cstat;
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@ -2622,7 +2620,7 @@ DoPlayerMove(PLAYERp pp)
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save_cstat = pp->SpriteP->cstat;
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RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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ret = clipmove((vec3_t *)pp, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
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clipmove((vec3_t *)pp, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
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pp->SpriteP->cstat = save_cstat;
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PlayerCheckValidMove(pp);
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@ -2790,7 +2788,6 @@ DoPlayerMoveBoat(PLAYERp pp)
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{
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int z;
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int floor_dist;
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int ret;
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short save_sectnum;
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SECTOR_OBJECTp sop = pp->sop;
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@ -2855,7 +2852,7 @@ DoPlayerMoveBoat(PLAYERp pp)
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pp->cursectnum = pp->sop->op_main_sector; // for speed
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floor_dist = labs(z - pp->sop->floor_loz);
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ret = clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
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clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
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OperateSectorObject(pp->sop, pp->pang, pp->posx, pp->posy);
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pp->cursectnum = save_sectnum; // for speed
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@ -1080,7 +1080,6 @@ DoExplodeSector(short match)
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{
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short orig_ang;
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int zh;
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USERp u;
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short cf,nextcf;
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SPRITEp esp;
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@ -1096,7 +1095,7 @@ DoExplodeSector(short match)
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continue;
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if (!User[cf])
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u = SpawnUser(cf, 0, NULL);
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/*u = */SpawnUser(cf, 0, NULL);
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sectp = §or[esp->sectnum];
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