diff --git a/similar/main/fvi.cpp b/similar/main/fvi.cpp index ae6fbe7d9..1bb51d075 100644 --- a/similar/main/fvi.cpp +++ b/similar/main/fvi.cpp @@ -262,11 +262,8 @@ static int check_line_to_face(vms_vector *newp,const vms_vector *p0,const vms_ve vertnum = min(vertex_list[0],vertex_list[2]); } else { - int i; - vertnum = vertex_list[0]; - for (i=1;i<4;i++) - if (vertex_list[i] < vertnum) - vertnum = vertex_list[i]; + auto b = begin(vertex_list); + vertnum = *std::min_element(b, std::next(b, 4)); } pli = find_plane_line_intersection(newp,&Vertices[vertnum],&norm,p0,p1,rad); diff --git a/similar/main/gameseg.cpp b/similar/main/gameseg.cpp index 234a6fbe4..955c9b855 100644 --- a/similar/main/gameseg.cpp +++ b/similar/main/gameseg.cpp @@ -406,14 +406,9 @@ segmasks get_seg_masks(const vms_vector *checkp, int segnum, fix rad, const char } else { //only one face on this side fix dist; - int i; - //use lowest point number - - vertnum = vertex_list[0]; - for (i=1;i<4;i++) - if (vertex_list[i] < vertnum) - vertnum = vertex_list[i]; + auto b = begin(vertex_list); + vertnum = *std::min_element(b, std::next(b, 4)); dist = vm_dist_to_plane(checkp, &s->normals[0], &Vertices[vertnum]); @@ -522,15 +517,10 @@ static ubyte get_side_dists(const vms_vector *checkp,int segnum,fix *side_dists) } else { //only one face on this side fix dist; - int i,vertnum; - - //use lowest point number - vertnum = vertex_list[0]; - for (i=1;i<4;i++) - if (vertex_list[i] < vertnum) - vertnum = vertex_list[i]; + auto b = begin(vertex_list); + auto vertnum = *std::min_element(b, std::next(b, 4)); dist = vm_dist_to_plane(checkp, &s->normals[0], &Vertices[vertnum]); @@ -709,9 +699,6 @@ static int trace_segs(const vms_vector *p0, int oldsegnum, int recursion_count, return segment_none; //we haven't found a segment } - -int Exhaustive_count=0, Exhaustive_failed_count=0; - //Tries to find a segment for a point, in the following way: // 1. Check the given segment // 2. Recursively trace through attached segments diff --git a/similar/main/physics.cpp b/similar/main/physics.cpp index 76ef80704..e9af579cc 100644 --- a/similar/main/physics.cpp +++ b/similar/main/physics.cpp @@ -764,7 +764,7 @@ void do_physics_sim(objptridx_t obj) if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) { side *s; - int vertnum,num_faces,i; + int num_faces; fix dist; int vertex_list[6]; @@ -775,10 +775,8 @@ void do_physics_sim(objptridx_t obj) create_abs_vertex_lists(&num_faces, vertex_list, orig_segnum, sidenum, __FILE__, __LINE__); //let's pretend this wall is not triangulated - vertnum = vertex_list[0]; - for (i=1;i<4;i++) - if (vertex_list[i] < vertnum) - vertnum = vertex_list[i]; + auto b = begin(vertex_list); + auto vertnum = *std::min_element(b, std::next(b, 4)); dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]); vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);