Propagate nfires within do_laser_firing

Previous work made this a local constant.  Propagate that constant now
to eliminate dead conditional paths.
This commit is contained in:
Kp 2022-04-17 22:27:19 +00:00
parent 8f8989e049
commit 5b29428643

View file

@ -1895,7 +1895,6 @@ void do_laser_firing_player(object &plrobj)
// or other players) often enough for things like the vulcan cannon.
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)
{
const unsigned nfires = 1;
switch (weapon_num) {
case primary_weapon_index_t::LASER_INDEX: {
weapon_id_type weapon_type;
@ -1942,12 +1941,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
//if (d_rand() > 24576)
// make_sound = 1;
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);
if (nfires > 1) {
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);
if (nfires > 2) {
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);
}
}
break;
}
case primary_weapon_index_t::SPREADFIRE_INDEX:
@ -1966,10 +1959,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
case primary_weapon_index_t::PLASMA_INDEX:
Laser_player_fire(objp, weapon_id_type::PLASMA_ID, 0, 1, shot_orientation, object_none);
Laser_player_fire(objp, weapon_id_type::PLASMA_ID, 1, 0, shot_orientation, object_none);
if (nfires > 1) {
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PLASMA_ID, 0, 0, 0, FrameTime/2, 1, shot_orientation, object_none);
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PLASMA_ID, 1, 0, 0, FrameTime/2, 0, shot_orientation, object_none);
}
break;
case primary_weapon_index_t::FUSION_INDEX: {
@ -2004,12 +1993,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
// make_sound = 1;
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);
if (nfires > 1) {
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);
if (nfires > 2) {
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);
}
}
break;
}
case primary_weapon_index_t::HELIX_INDEX: {
@ -2044,10 +2027,6 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
case primary_weapon_index_t::PHOENIX_INDEX:
Laser_player_fire(objp, weapon_id_type::PHOENIX_ID, 0, 1, shot_orientation, object_none);
Laser_player_fire(objp, weapon_id_type::PHOENIX_ID, 1, 0, shot_orientation, object_none);
if (nfires > 1) {
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, shot_orientation, object_none);
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, shot_orientation, object_none);
}
break;
case primary_weapon_index_t::OMEGA_INDEX:
@ -2064,8 +2043,7 @@ int do_laser_firing(vmobjptridx_t objp, int weapon_num, const laser_level level,
// one shooting
if ((Game_mode & GM_MULTI) && objp == get_local_player().objnum)
multi_send_fire(weapon_num, level, flags, Network_laser_track, object_none);
return nfires;
return 1;
}
}