ParticleManager::handleParticleEvent: use switch
Use a proper switch with breaks.
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@ -408,29 +408,27 @@ void ParticleManager::clearAll ()
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void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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scene::ISceneManager* smgr, LocalPlayer *player)
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{
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if (event->type == CE_DELETE_PARTICLESPAWNER) {
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switch (event->type) {
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case CE_DELETE_PARTICLESPAWNER: {
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MutexAutoLock lock(m_spawner_list_lock);
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if (m_particle_spawners.find(event->delete_particlespawner.id) !=
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m_particle_spawners.end())
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{
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m_particle_spawners.end()) {
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delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
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m_particle_spawners.erase(event->delete_particlespawner.id);
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}
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// no allocated memory in delete event
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return;
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break;
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}
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if (event->type == CE_ADD_PARTICLESPAWNER) {
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case CE_ADD_PARTICLESPAWNER: {
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{
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MutexAutoLock lock(m_spawner_list_lock);
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if (m_particle_spawners.find(event->add_particlespawner.id) !=
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m_particle_spawners.end())
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{
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m_particle_spawners.end()) {
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delete m_particle_spawners.find(event->add_particlespawner.id)->second;
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m_particle_spawners.erase(event->add_particlespawner.id);
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}
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}
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video::ITexture *texture =
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gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
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@ -469,11 +467,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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event->add_particlespawner.id,
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toadd));
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}
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return;
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break;
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}
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if (event->type == CE_SPAWN_PARTICLE) {
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case CE_SPAWN_PARTICLE: {
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video::ITexture *texture =
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gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
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@ -495,7 +491,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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delete event->spawn_particle.vel;
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delete event->spawn_particle.acc;
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return;
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break;
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}
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default: break;
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}
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}
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