From de88d4dc8b34df9f30a6b42a26f04346875e387c Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Mon, 30 May 2022 20:51:24 +1000 Subject: [PATCH] - SW: Remove some unnecessary ternaries in some inline bools and fix a few return types. --- source/games/sw/src/game.h | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 16f481e2c..72def9f50 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1944,21 +1944,20 @@ BEGIN_SW_NS // OVER and UNDER water macros inline bool SectorIsDiveArea(sectortype* sect) { - return (sect->extra & SECTFX_DIVE_AREA) ? true : false; + return sect->extra & SECTFX_DIVE_AREA; } inline bool SectorIsUnderwaterArea(sectortype* sect) { - if (!sect) return false; - return (sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false; + return sect ? sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2) : false; } -inline int PlayerFacingRange(PLAYER* pp, DSWActor* a, int range) +inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, int range) { return (abs(getincangle(getangle(a->spr.pos.X - (pp)->pos.X, a->spr.pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range)); } -inline int FacingRange(DSWActor* a1, DSWActor* a2, int range) +inline bool FacingRange(DSWActor* a1, DSWActor* a2, int range) { return (abs(getincangle(getangle(a1->spr.pos.X - a2->spr.pos.X, a1->spr.pos.Y - a2->spr.pos.Y), a2->spr.ang)) < (range)); } @@ -2066,7 +2065,7 @@ inline int ActorSizeY(DSWActor* sp) return MulScale(tileHeight(sp->spr.picnum), sp->spr.yrepeat, 6); } -inline int Facing(DSWActor* actor1, DSWActor* actor2) +inline bool Facing(DSWActor* actor1, DSWActor* actor2) { return (abs(getincangle(getangle(actor1->spr.pos.X - actor2->spr.pos.X, actor1->spr.pos.Y - actor2->spr.pos.Y), actor2->spr.ang)) < 512); } @@ -2079,12 +2078,12 @@ inline int GetRepeatFromHeight(DSWActor* sp, int zh) inline bool SpriteInDiveArea(DSWActor* a) { - return (a->sector()->extra & SECTFX_DIVE_AREA) ? true : false; + return a->sector()->extra & SECTFX_DIVE_AREA; } inline bool SpriteInUnderwaterArea(DSWActor* a) { - return (a->sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false; + return a->sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2); }