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clang reports: unclear || + && and &+| mixes.

Azaezel пре 8 година
родитељ
комит
c57b1a8b70

+ 3 - 3
Engine/source/T3D/aiPlayer.cpp

@@ -1043,9 +1043,9 @@ NavMesh *AIPlayer::findNavMesh() const
          }
          else
          {
-            if(getNavSize() == Small && !m->mSmallCharacters ||
-               getNavSize() == Regular && !m->mRegularCharacters ||
-               getNavSize() == Large && !m->mLargeCharacters)
+            if((getNavSize() == Small && !m->mSmallCharacters) ||
+               (getNavSize() == Regular && !m->mRegularCharacters) ||
+               (getNavSize() == Large && !m->mLargeCharacters))
                continue;
          }
          if(!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())

+ 1 - 1
Engine/source/T3D/camera.cpp

@@ -572,7 +572,7 @@ void Camera::processTick(const Move* move)
          // process input/determine rotation vector
          if(virtualMode != StationaryMode &&
             virtualMode != TrackObjectMode &&
-            (!mLocked || virtualMode != OrbitObjectMode && virtualMode != OrbitPointMode))
+            (!mLocked || ((virtualMode != OrbitObjectMode) && (virtualMode != OrbitPointMode))))
          {
             if(!strafeMode)
             {

+ 2 - 2
Engine/source/T3D/decal/decalManager.cpp

@@ -632,9 +632,9 @@ DecalInstance* DecalManager::getClosestDecal( const Point3F &pos )
       }
    }
 
-   if (  !collectedInsts.empty() && 
+   if (  (!collectedInsts.empty() && 
          collectedInsts[closestIndex] && 
-         closestDistance < 1.0f || 
+         closestDistance < 1.0f) ||
          worldInstSphere.isContained( pos ) )
       return collectedInsts[closestIndex];
    else

+ 1 - 1
Engine/source/T3D/lightFlareData.cpp

@@ -440,7 +440,7 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
    // We can only skip rendering if the light is not 
    // visible, and it has elapsed the fade out time.
    if (mIsZero(occlusionFade) ||
-      !lightVisible && visDelta > FadeOutTime)
+      (!lightVisible && visDelta > FadeOutTime))
       return;
 
    const RectI &viewport = GFX->getViewport();

+ 3 - 3
Engine/source/T3D/player.cpp

@@ -3930,9 +3930,9 @@ void Player::updateActionThread()
    if (mMountPending)
       mMountPending = (isMounted() ? 0 : (mMountPending - 1));
 
-   if (mActionAnimation.action == PlayerData::NullAnimation ||
-       ((!mActionAnimation.waitForEnd || mActionAnimation.atEnd)) &&
-       !mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)
+   if ((mActionAnimation.action == PlayerData::NullAnimation) ||
+       ((!mActionAnimation.waitForEnd || mActionAnimation.atEnd) &&
+       (!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)))
    {
       //The scripting language will get a call back when a script animation has finished...
       //  example: When the chat menu animations are done playing...

+ 5 - 5
Engine/source/T3D/shapeImage.cpp

@@ -2638,7 +2638,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
       F32 randomPos = Platform::getRandom();
       for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
       {
-         if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
+         if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
             continue;
 
          if (image.animThread[i] && image.state->sequence[i] != -1 && image.state->flashSequence[i]) {
@@ -2779,7 +2779,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
    updateAnimThread(imageSlot, imageShapeIndex, lastState);
    for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
    {
-      if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
+      if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
          continue;
 
       // Start spin thread
@@ -2834,7 +2834,7 @@ void ShapeBase::updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseIm
    F32 randomPos = Platform::getRandom();
    for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
    {
-      if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
+      if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
          continue;
 
       if (image.animThread[i] && stateData.sequence[i] != -1) 
@@ -3076,7 +3076,7 @@ TICKAGAIN:
    U32 imageShapeIndex = getImageShapeIndex(image);
    for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
    {
-      if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
+      if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
          continue;
 
       if (image.spinThread[i])
@@ -3131,7 +3131,7 @@ void ShapeBase::updateImageAnimation(U32 imageSlot, F32 dt)
    // Advance animation threads
    for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
    {
-      if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
+      if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
          continue;
 
       if (image.ambientThread[i])

+ 1 - 1
Engine/source/T3D/staticShape.cpp

@@ -252,7 +252,7 @@ void StaticShape::onUnmount(ShapeBase*,S32)
 U32 StaticShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bstream)
 {
    U32 retMask = Parent::packUpdate(connection,mask,bstream);
-   if (bstream->writeFlag(mask & PositionMask | ExtendedInfoMask))
+   if (bstream->writeFlag(mask & (PositionMask | ExtendedInfoMask)))
    {
 
       // Write the transform (do _not_ use writeAffineTransform.  Since this is a static

+ 1 - 1
Engine/source/T3D/turret/aiTurretShape.cpp

@@ -1157,7 +1157,7 @@ U32 AITurretShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bs
    U32 retMask = Parent::packUpdate(connection,mask,bstream);
 
    // Indicate that the transform has changed to update the scan box
-   bstream->writeFlag(mask & PositionMask | ExtendedInfoMask);
+   bstream->writeFlag(mask & (PositionMask | ExtendedInfoMask));
 
    // Handle any state changes that need to be passed along
    if (bstream->writeFlag(mask & TurretStateMask))

+ 1 - 1
Engine/source/core/strings/unicode.cpp

@@ -481,7 +481,7 @@ U32 oneUTF32toUTF8(const UTF32 codepoint, UTF8 *threeByteCodeunitBuf)
    // Process the 1st byte. filter based on the # of expected bytes.
    mask = sgByteMask8LUT[bytecount];
    marker = ( ~mask << 1 );
-   threeByteCodeunitBuf[0] = marker | working & mask;
+   threeByteCodeunitBuf[0] = marker | (working & mask);
    
    PROFILE_END();
    return bytecount;

+ 1 - 1
Engine/source/core/tagDictionary.cpp

@@ -296,7 +296,7 @@ bool TagDictionary::match(const char* pattern, const char* str)
       return !*str;
 
      case '*':
-      return match(pattern+1, str) || *str && match(pattern, str+1);
+      return match(pattern+1, str) || (*str && match(pattern, str+1));
 
      case '?':
       return *str && match(pattern+1, str+1);

+ 2 - 2
Engine/source/environment/river.cpp

@@ -2160,8 +2160,8 @@ void River::_makeRenderBatches( const Point3F &cameraPos )
 
          F32 dist = getMin( dist0, dist1 );
          highDetail = ( dist < lodDistSquared );
-         if ( highDetail && lastDetail == 0 ||
-            !highDetail && lastDetail == 1 )
+         if ( (highDetail && lastDetail == 0) ||
+            (!highDetail && lastDetail == 1) )
          {
             // We hit a segment with a different lod than the previous.
             // Save what we have so far...

+ 1 - 1
Engine/source/gfx/gl/gfxGLStateBlock.cpp

@@ -99,7 +99,7 @@ void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
 
 #define STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
 #define TOGGLE_STATE(state, enum) if(mDesc.state) glEnable(enum); else glDisable(enum)
-#define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) if(mDesc.state) glEnable(enum); else glDisable(enum)
+#define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) {if(mDesc.state) glEnable(enum); else glDisable(enum);}
 
    // Blending
    CHECK_TOGGLE_STATE(blendEnable, GL_BLEND);

+ 1 - 1
Engine/source/gui/containers/guiRolloutCtrl.cpp

@@ -189,7 +189,7 @@ bool GuiRolloutCtrl::_onMouseUp( const GuiEvent &event, bool lockedMouse )
    {
       // If Ctrl/Cmd-clicking a header, collapse all sibling GuiRolloutCtrls.
       
-      if(    ( mAutoCollapseSiblings && !mIsExpanded && !( event.modifier & SI_PRIMARY_CTRL )
+      if( (( mAutoCollapseSiblings && !mIsExpanded && !( event.modifier & SI_PRIMARY_CTRL ))
           || ( !mAutoCollapseSiblings && event.modifier & SI_PRIMARY_CTRL ) ) )
       {
          for( SimSet::iterator iter = getParent()->begin(); iter != getParent()->end(); ++ iter )

+ 4 - 2
Engine/source/navigation/navMesh.cpp

@@ -1143,9 +1143,10 @@ void NavMesh::buildLinks()
       // Iterate over links
       for(U32 j = 0; j < mLinkIDs.size(); j++)
       {
+			if (mLinksUnsynced[j])
+			{
          if(tile.box.isContained(getLinkStart(j)) ||
-            tile.box.isContained(getLinkEnd(j)) &&
-            mLinksUnsynced[j])
+					tile.box.isContained(getLinkEnd(j)))
          {
             // Mark tile for build.
             mDirtyTiles.push_back_unique(i);
@@ -1160,6 +1161,7 @@ void NavMesh::buildLinks()
          }
       }
    }
+	}
    if(mDirtyTiles.size())
       ctx->startTimer(RC_TIMER_TOTAL);
 }

+ 2 - 2
Engine/source/renderInstance/renderPrePassMgr.cpp

@@ -612,9 +612,9 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
    mIsLightmappedGeometry = ( fd.features.hasFeature( MFT_ToneMap ) ||
                               fd.features.hasFeature( MFT_LightMap ) ||
                               fd.features.hasFeature( MFT_VertLit ) ||
-                              ( bEnableMRTLightmap && fd.features.hasFeature( MFT_IsTranslucent ) ||
+                              ( bEnableMRTLightmap && (fd.features.hasFeature( MFT_IsTranslucent ) ||
                                                       fd.features.hasFeature( MFT_ForwardShading ) ||
-                                                      fd.features.hasFeature( MFT_IsTranslucentZWrite ) ) );
+                                                      fd.features.hasFeature( MFT_IsTranslucentZWrite) ) ) );
 
    // Integrate proper opaque stencil write state
    mUserDefined.addDesc( mPrePassMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );

+ 1 - 1
Engine/source/scene/sceneContainer.cpp

@@ -307,7 +307,7 @@ void SceneContainer::insertIntoBins(SceneObject* obj,
    // For huge objects, dump them into the overflow bin.  Otherwise, everything
    //  goes into the grid...
    //
-   if ((maxX - minX + 1) < csmNumBins || (maxY - minY + 1) < csmNumBins && !obj->isGlobalBounds())
+   if ((maxX - minX + 1) < csmNumBins || ((maxY - minY + 1) < csmNumBins && !obj->isGlobalBounds()))
    {
       SceneObjectRef** pCurrInsert = &obj->mBinRefHead;