Propagate nfires within do_laser_firing
Previous work made this a local constant. Propagate that constant now to eliminate dead conditional paths.
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8f8989e049
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@ -1895,7 +1895,6 @@ void do_laser_firing_player(object &plrobj)
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// or other players) often enough for things like the vulcan cannon.
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int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level, int flags, vms_vector shot_orientation, const icobjidx_t Network_laser_track)
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{
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const unsigned nfires = 1;
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switch (weapon_num) {
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case primary_weapon_index_t::LASER_INDEX: {
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weapon_id_type weapon_type;
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@ -1942,12 +1941,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
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//if (d_rand() > 24576)
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// make_sound = 1;
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Laser_player_fire_spread(objp, weapon_id_type::VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, make_sound, shot_orientation, object_none);
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if (nfires > 1) {
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Laser_player_fire_spread(objp, weapon_id_type::VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, shot_orientation, object_none);
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if (nfires > 2) {
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Laser_player_fire_spread(objp, weapon_id_type::VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, shot_orientation, object_none);
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}
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}
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break;
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}
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case primary_weapon_index_t::SPREADFIRE_INDEX:
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@ -1966,10 +1959,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
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case primary_weapon_index_t::PLASMA_INDEX:
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Laser_player_fire(objp, weapon_id_type::PLASMA_ID, 0, 1, shot_orientation, object_none);
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Laser_player_fire(objp, weapon_id_type::PLASMA_ID, 1, 0, shot_orientation, object_none);
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if (nfires > 1) {
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Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PLASMA_ID, 0, 0, 0, FrameTime/2, 1, shot_orientation, object_none);
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Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PLASMA_ID, 1, 0, 0, FrameTime/2, 0, shot_orientation, object_none);
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}
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break;
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case primary_weapon_index_t::FUSION_INDEX: {
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@ -2004,12 +1993,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
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// make_sound = 1;
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Laser_player_fire_spread(objp, weapon_id_type::GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, shot_orientation, object_none);
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if (nfires > 1) {
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Laser_player_fire_spread(objp, weapon_id_type::GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, shot_orientation, object_none);
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if (nfires > 2) {
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Laser_player_fire_spread(objp, weapon_id_type::GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, shot_orientation, object_none);
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}
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}
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break;
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}
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case primary_weapon_index_t::HELIX_INDEX: {
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@ -2044,10 +2027,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
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case primary_weapon_index_t::PHOENIX_INDEX:
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Laser_player_fire(objp, weapon_id_type::PHOENIX_ID, 0, 1, shot_orientation, object_none);
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Laser_player_fire(objp, weapon_id_type::PHOENIX_ID, 1, 0, shot_orientation, object_none);
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if (nfires > 1) {
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Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, shot_orientation, object_none);
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Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, shot_orientation, object_none);
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}
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break;
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case primary_weapon_index_t::OMEGA_INDEX:
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@ -2064,8 +2043,7 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
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// one shooting
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if ((Game_mode & GM_MULTI) && objp == get_local_player().objnum)
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multi_send_fire(weapon_num, level, flags, Network_laser_track, object_none);
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return nfires;
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return 1;
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}
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}
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