foxygit / doom Log in
commit 2d88fd0d7f6164832b5f6ca0e1026fcaf78799d1
Author:     mfrancis95 <mikefrancis95@gmail.com>
AuthorDate: Mon Dec 9 00:18:45 2019 -0500
Commit:     mfrancis95 <mikefrancis95@gmail.com>
CommitDate: Thu Dec 12 07:52:11 2019 -0500

    Remove unnecessary non-null mobj checks in hexen/a_action.c. These checks are safe to remove because the mobj is already being dereferenced
---
 src/hexen/a_action.c | 27 +++++++++------------------
 1 file changed, 9 insertions(+), 18 deletions(-)

diff --git a/src/hexen/a_action.c b/src/hexen/a_action.c
index 5755d04d..176a16c8 100644
--- a/src/hexen/a_action.c
+++ b/src/hexen/a_action.c
@@ -153,12 +153,9 @@ void A_PotteryExplode(mobj_t * actor)
     {
         mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_POTTERYBIT1);
         P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 5));
-        if (mo)
-        {
-            mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
-            mo->momx = P_SubRandom() << (FRACBITS - 6);
-            mo->momy = P_SubRandom() << (FRACBITS - 6);
-        }
+        mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
+        mo->momx = P_SubRandom() << (FRACBITS - 6);
+        mo->momy = P_SubRandom() << (FRACBITS - 6);
     }
     S_StartSound(mo, SFX_POTTERY_EXPLODE);
     if (actor->args[0])
@@ -262,12 +259,9 @@ void A_CorpseExplode(mobj_t * actor)
     {
         mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
         P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
-        if (mo)
-        {
-            mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
-            mo->momx = P_SubRandom() << (FRACBITS - 6);
-            mo->momy = P_SubRandom() << (FRACBITS - 6);
-        }
+        mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
+        mo->momx = P_SubRandom() << (FRACBITS - 6);
+        mo->momy = P_SubRandom() << (FRACBITS - 6);
     }
     // Spawn a skull
     mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
@@ -1177,12 +1171,9 @@ void A_SoAExplode(mobj_t * actor)
                          actor->z + (r1 * actor->height / 256),
                          MT_ZARMORCHUNK);
         P_SetMobjState(mo, mo->info->spawnstate + i);
-        if (mo)
-        {
-            mo->momz = ((P_Random() & 7) + 5) * FRACUNIT;
-            mo->momx = P_SubRandom() << (FRACBITS - 6);
-            mo->momy = P_SubRandom() << (FRACBITS - 6);
-        }
+        mo->momz = ((P_Random() & 7) + 5) * FRACUNIT;
+        mo->momx = P_SubRandom() << (FRACBITS - 6);
+        mo->momy = P_SubRandom() << (FRACBITS - 6);
     }
     if (actor->args[0])
     {                           // Spawn an item