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author | Peter Kohaut | 2019-02-07 23:54:47 +0100 |
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committer | Peter Kohaut | 2019-02-08 21:00:52 +0100 |
commit | a0e9b09cd9b9be59dcf4c90df152fba8b55390cd (patch) | |
tree | 1a35b632f0d8fe4512200b8be5fdf98fdb032f14 /engines/bladerunner/actor_walk.cpp | |
parent | 66dc8afaa34c5031b245b18c87a520700bcb5569 (diff) | |
download | scummvm-rg350-a0e9b09cd9b9be59dcf4c90df152fba8b55390cd.tar.gz scummvm-rg350-a0e9b09cd9b9be59dcf4c90df152fba8b55390cd.tar.bz2 scummvm-rg350-a0e9b09cd9b9be59dcf4c90df152fba8b55390cd.zip |
BLADERUNNER: Removed unnecessary debugging code
Diffstat (limited to 'engines/bladerunner/actor_walk.cpp')
-rw-r--r-- | engines/bladerunner/actor_walk.cpp | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/engines/bladerunner/actor_walk.cpp b/engines/bladerunner/actor_walk.cpp index 25daef0795..675828284c 100644 --- a/engines/bladerunner/actor_walk.cpp +++ b/engines/bladerunner/actor_walk.cpp @@ -364,12 +364,12 @@ bool ActorWalk::addNearActors(int skipActorId) { bool added = false; int setId = _vm->_scene->getSetId(); for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { - // TODO: remove null check after implemetantion of all actors - if (_vm->_actors[i] != nullptr - && _vm->_actors[skipActorId] != nullptr - && _vm->_actors[i]->getSetId() == setId - && i != skipActorId) { + assert(_vm->_actors[i] != nullptr); + if (_vm->_actors[skipActorId] != nullptr + && _vm->_actors[i]->getSetId() == setId + && i != skipActorId + ) { if (_nearActors.contains(i)) { _nearActors.setVal(i, false); } else if (_vm->_actors[skipActorId]->distanceFromActor(i) <= 48.0f) { @@ -385,8 +385,9 @@ void ActorWalk::obstaclesAddNearActors(int actorId) const { Vector3 position = _vm->_actors[actorId]->getPosition(); for (Common::HashMap<int, bool>::const_iterator it = _nearActors.begin(); it != _nearActors.end(); ++it) { Actor *otherActor = _vm->_actors[it->_key]; - // TODO: remove null check after implemetantion of all actors - if (otherActor == nullptr || otherActor->isRetired()) { + assert(otherActor != nullptr); + + if ( otherActor->isRetired()) { continue; } Vector3 otherPosition = otherActor->getPosition(); |