use a bool instead of a (unused) pointer.

This commit is contained in:
titiger 2014-07-11 00:26:16 +02:00
parent dff810a5b1
commit c081862070
1 changed files with 9 additions and 9 deletions

View File

@ -2601,7 +2601,7 @@ void UnitUpdater::startAttackParticleSystem(Unit *unit){
if(ast == NULL) {
throw megaglest_runtime_error("Start attack particle ast == NULL!");
}
ParticleSystemTypeProjectile *pstProj= NULL;
bool hasProjectile = false;
ParticleSystemTypeSplash *pstSplash= ast->getSplashParticleType();
Vec3f startPos= unit->getCurrVector();
@ -2626,11 +2626,11 @@ void UnitUpdater::startAttackParticleSystem(Unit *unit){
}
renderer.manageParticleSystem(psProj, rsGame);
unit->addAttackParticleSystem(psProj);
pstProj=(*pit);
hasProjectile=true;
}
// if no projectile, still deal damage..
if(pstProj == NULL) {
if(hasProjectile == true) {
char szBuf[8096]="";
snprintf(szBuf,8095,"Unit hitting [startAttackParticleSystem] no proj");
unit->addNetworkCRCDecHp(szBuf);
@ -2646,7 +2646,7 @@ void UnitUpdater::startAttackParticleSystem(Unit *unit){
psSplash->setFactionColor(unit->getFaction()->getTexture()->getPixmapConst()->getPixel3f(0,0));
}
renderer.manageParticleSystem(psSplash, rsGame);
if(pstProj!=NULL){
if(hasProjectile == true){
psProj->link(psSplash);
}
unit->addAttackParticleSystem(psSplash);