Address a dead store issue found by the static analyzer.
I kept this separate from the other dead store issues because it clearly changes behaviour – the change makes teleport_party NEVER play an animation in combat. Thus, in case the change is determined to be wrong, this is to document what happened and why.
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@@ -1329,6 +1329,7 @@ void teleport_party(short x,short y,short mode) {
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// TODO: Teleport sound? (Sound 10)
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// TODO: Teleport sound? (Sound 10)
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location l;
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location l;
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bool fadeIn = false, fadeOut = false;
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bool fadeIn = false, fadeOut = false;
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if(is_combat()) mode = 1;
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if(mode == 0 || mode == 2) fadeOut = true;
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if(mode == 0 || mode == 2) fadeOut = true;
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if(mode == 0 || mode == 3) fadeIn = true;
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if(mode == 0 || mode == 3) fadeIn = true;
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@@ -1336,9 +1337,6 @@ void teleport_party(short x,short y,short mode) {
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for(int i = 0; i < 6; i++)
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for(int i = 0; i < 6; i++)
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univ.party[i].status[eStatus::FORCECAGE] = 0;
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univ.party[i].status[eStatus::FORCECAGE] = 0;
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if(is_combat())
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mode = 1;
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l = univ.party.town_loc;
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l = univ.party.town_loc;
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update_explored(l);
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update_explored(l);
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