Remove unnecessary wall number check in kill_stuck_objects

Callers are expected to filter out invalid numbers.  Even if they do
not, the only use of the number is to match entries in Stuck_objects.
An invalid match could cause a call to vobjptr() with an invalid index,
but that would be diagnosed by the valptridx checking, so no invalid
memory access will occur.
This commit is contained in:
Kp 2016-07-21 01:43:22 +00:00
parent 278c10dec0
commit e446965511
2 changed files with 3 additions and 5 deletions

View file

@ -262,7 +262,7 @@ void remove_obsolete_stuck_objects();
void wall_set_tmap_num(vsegptridx_t seg,int side,vsegptridx_t csegp,int cside,int anim_num,int frame_num);
// Remove any flares from a wall
void kill_stuck_objects(int wallnum);
void kill_stuck_objects(wallnum_t wallnum);
#if defined(DXX_BUILD_DESCENT_II)
//start wall open <-> closed transitions

View file

@ -1348,12 +1348,10 @@ void remove_obsolete_stuck_objects(void)
// ----------------------------------------------------------------------------------------------------
// Door with wall index wallnum is opening, kill all objects stuck in it.
void kill_stuck_objects(int wallnum)
void kill_stuck_objects(const wallnum_t wallnum)
{
if (wallnum < 0 || Num_stuck_objects == 0) {
if (!Num_stuck_objects)
return;
}
unsigned n = 0;
range_for (auto &i, Stuck_objects)