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Runtime: Use nullptr where applicable

Same behavior, but no magic 0 value.

While we're in the same area, we can do minor cosmetic changes.
This commit is contained in:
Lioncash
2020-03-27 20:11:51 -04:00
parent e0fe365dfd
commit 194cdf145f
6 changed files with 34 additions and 29 deletions

View File

@@ -1785,36 +1785,35 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr) {
CPlayer& player = mgr.GetPlayer();
CPlayerState& playerState = *mgr.GetPlayerState();
bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
const bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
bool becameFrozen;
if (isUnmorphed)
bool becameFrozen = false;
if (isUnmorphed) {
becameFrozen = !x834_29_frozen && player.GetFrozenState();
else
becameFrozen = false;
}
bool becameThawed;
if (isUnmorphed)
bool becameThawed = false;
if (isUnmorphed) {
becameThawed = x834_29_frozen && !player.GetFrozenState();
else
becameThawed = false;
}
x834_29_frozen = isUnmorphed && player.GetFrozenState();
float advDt;
if (x834_29_frozen)
float advDt = dt;
if (x834_29_frozen) {
advDt = 0.f;
else
advDt = dt;
}
bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23)
const bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23) {
x6e0_rightHandModel.AdvanceAnimation(advDt, mgr, kInvalidAreaId, true);
if (r23 && x734_loadingBeam != 0 && x734_loadingBeam != x72c_currentBeam) {
}
if (r23 && x734_loadingBeam != nullptr && x734_loadingBeam != x72c_currentBeam) {
x744_auxWeapon->LoadIdle();
x734_loadingBeam->Update(advDt, mgr);
}
if (!x744_auxWeapon->IsLoaded())
if (!x744_auxWeapon->IsLoaded()) {
x744_auxWeapon->LoadIdle();
}
if (becameFrozen) {
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);