From ecfedb1e81dc738620bdc42be15855559674a9ef Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Tue, 20 Jun 2006 18:55:25 +0000 Subject: Cleanup. It seems unnecessary to have a "break" right after an unconditional return in a switch case. svn-id: r23198 --- engines/scumm/insane/insane_enemy.cpp | 19 ------------------- engines/scumm/insane/insane_scenes.cpp | 6 ------ 2 files changed, 25 deletions(-) (limited to 'engines/scumm/insane') diff --git a/engines/scumm/insane/insane_enemy.cpp b/engines/scumm/insane/insane_enemy.cpp index 90fc4a4689..1c3830154b 100644 --- a/engines/scumm/insane/insane_enemy.cpp +++ b/engines/scumm/insane/insane_enemy.cpp @@ -33,31 +33,22 @@ int32 Insane::enemyInitializer(int num, int32 actor1, int32 actor2, int32 probab switch (num) { case EN_ROTT1: return enemy0initializer(actor1, actor2, probability); - break; case EN_ROTT2: return enemy1initializer(actor1, actor2, probability); - break; case EN_ROTT3: return enemy2initializer(actor1, actor2, probability); - break; case EN_VULTF1: return enemy3initializer(actor1, actor2, probability); - break; case EN_VULTM1: return enemy4initializer(actor1, actor2, probability); - break; case EN_VULTF2: return enemy5initializer(actor1, actor2, probability); - break; case EN_VULTM2: return enemy6initializer(actor1, actor2, probability); - break; case EN_CAVEFISH: return enemy7initializer(actor1, actor2, probability); - break; case EN_TORQUE: return enemy8initializer(actor1, actor2, probability); - break; case -1: // nothing break; @@ -71,34 +62,24 @@ int32 Insane::enemyHandler(int num, int32 actor1, int32 actor2, int32 probabilit switch (num) { case EN_ROTT1: return enemy0handler(actor1, actor2, probability); - break; case EN_ROTT2: return enemy1handler(actor1, actor2, probability); - break; case EN_ROTT3: return enemy2handler(actor1, actor2, probability); - break; case EN_VULTF1: return enemy3handler(actor1, actor2, probability); - break; case EN_VULTM1: return enemy4handler(actor1, actor2, probability); - break; case EN_VULTF2: return enemy5handler(actor1, actor2, probability); - break; case EN_VULTM2: return enemy6handler(actor1, actor2, probability); - break; case EN_CAVEFISH: return enemy7handler(actor1, actor2, probability); - break; case EN_TORQUE: return enemy8handler(actor1, actor2, probability); - break; case EN_BEN: return enemyBenHandler(actor1, actor2, probability); - break; case -1: // nothing break; diff --git a/engines/scumm/insane/insane_scenes.cpp b/engines/scumm/insane/insane_scenes.cpp index d6dd75f813..343299425f 100644 --- a/engines/scumm/insane/insane_scenes.cpp +++ b/engines/scumm/insane/insane_scenes.cpp @@ -632,12 +632,10 @@ void Insane::setSceneCostumes(int sceneId) { smlayer_setFluPalette(_smush_roadrashRip, 0); setupValues(); return; - break; case 17: smlayer_setFluPalette(_smush_goglpaltRip, 0); setupValues(); return; - break; case 2: if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) smlayer_setActorCostume(0, 2, readArray(9)); @@ -645,19 +643,16 @@ void Insane::setSceneCostumes(int sceneId) { smlayer_setActorCostume(0, 2, readArray(10)); setupValues(); return; - break; case 13: setEnemyCostumes(); smlayer_setFluPalette(_smush_roadrashRip, 0); return; - break; case 21: _currEnemy = EN_ROTT3; //PATCH setEnemyCostumes(); _actor[1].y = 200; smlayer_setFluPalette(_smush_roadrashRip, 0); return; - break; case 4: case 5: case 6: @@ -668,7 +663,6 @@ void Insane::setSceneCostumes(int sceneId) { smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2); setupValues(); return; - break; case 7: case 8: writeArray(4, 0); -- cgit v1.2.3