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Early returns are missing in InGameUI::Hide_Object_Superweapon_Display_By_Script, InGameUI::Show_Object_Superweapon_Display_By_Script #1061

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@xezon

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@xezon

Early returns are missing in InGameUI::Hide_Object_Superweapon_Display_By_Script, InGameUI::Show_Object_Superweapon_Display_By_Script.

void InGameUI::Hide_Object_Superweapon_Display_By_Script(Object const *obj)
{
    ObjectID id = obj->Get_ID();

    for (int i = 0; i < MAX_PLAYER_COUNT; i++) {
        for (auto it = m_superweapons[i].begin(); it != m_superweapons[i].end(); it++) {
            for (auto it2 = it->second.begin(); it2 != it->second.end(); it2++) {
                if ((*it2)->m_objectID == id) {
                    (*it2)->m_hidden = true;
                }
            }
        }
    }
}

void InGameUI::Show_Object_Superweapon_Display_By_Script(Object const *obj)
{
    ObjectID id = obj->Get_ID();

    for (int i = 0; i < MAX_PLAYER_COUNT; i++) {
        for (auto it = m_superweapons[i].begin(); it != m_superweapons[i].end(); it++) {
            for (auto it2 = it->second.begin(); it2 != it->second.end(); it2++) {
                if ((*it2)->m_objectID == id) {
                    (*it2)->m_hidden = false;
                }
            }
        }
    }
}

Objects should be unique inside m_superweapons. So once a text for an object is found and set hidden, the function should be able to return.

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