Use fallthrough for abandoning marker input
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@ -273,7 +273,7 @@ static void DrawMarkerNumber(const automap *am, unsigned num, const g3s_point &B
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{
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float x0, y0, x1, y1;
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};
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static const array<array<xy, 5>, 9> sArray = {{
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static constexpr array<array<xy, 5>, 9> sArray = {{
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{{
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{-0.25, 0.75, 0, 1},
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{0, 1, 0, -1},
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@ -329,7 +329,7 @@ static void DrawMarkerNumber(const automap *am, unsigned num, const g3s_point &B
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{-1, 0, -1, 1},
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}}
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}};
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static const array<uint_fast8_t, 9> NumOfPoints = {{3, 5, 4, 3, 5, 5, 2, 5, 4}};
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static constexpr array<uint_fast8_t, 9> NumOfPoints = {{3, 5, 4, 3, 5, 5, 2, 5, 4}};
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const auto color = (num == HighlightMarker ? am->white_63 : am->blue_48);
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const auto scale_x = Matrix_scale.x;
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@ -1454,8 +1454,8 @@ void automap_build_edge_list(automap *am, int add_all_edges)
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#if defined(DXX_BUILD_DESCENT_II)
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static unsigned Marker_index;
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ubyte DefiningMarkerMessage=0;
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ubyte MarkerBeingDefined;
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ubyte LastMarkerDropped;
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static uint8_t MarkerBeingDefined;
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static uint8_t LastMarkerDropped;
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void InitMarkerInput ()
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{
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@ -1495,12 +1495,6 @@ window_event_result MarkerInputMessage(int key)
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{
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switch( key )
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{
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case KEY_F8:
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case KEY_ESC:
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DefiningMarkerMessage = 0;
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key_toggle_repeat(0);
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game_flush_inputs();
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break;
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case KEY_LEFT:
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case KEY_BACKSP:
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case KEY_PAD4:
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@ -1512,6 +1506,9 @@ window_event_result MarkerInputMessage(int key)
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MarkerMessage[(Player_num*2)+MarkerBeingDefined] = Marker_input;
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DropMarker(MarkerBeingDefined);
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LastMarkerDropped = MarkerBeingDefined;
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/* fallthrough */
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case KEY_F8:
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case KEY_ESC:
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key_toggle_repeat(0);
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game_flush_inputs();
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DefiningMarkerMessage = 0;
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