ParticleManager::handleParticleEvent: use switch

Use a proper switch with breaks.
This commit is contained in:
Loic Blot 2016-03-30 00:06:47 +02:00 committed by est31
parent 0aac1b7403
commit e082c7766a

@ -346,7 +346,7 @@ void ParticleManager::step(float dtime)
void ParticleManager::stepSpawners (float dtime)
{
MutexAutoLock lock(m_spawner_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
for (std::map<u32, ParticleSpawner*>::iterator i =
m_particle_spawners.begin();
i != m_particle_spawners.end();)
{
@ -408,29 +408,27 @@ void ParticleManager::clearAll ()
void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
scene::ISceneManager* smgr, LocalPlayer *player)
{
if (event->type == CE_DELETE_PARTICLESPAWNER) {
switch (event->type) {
case CE_DELETE_PARTICLESPAWNER: {
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->delete_particlespawner.id) !=
m_particle_spawners.end())
{
m_particle_spawners.end()) {
delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
m_particle_spawners.erase(event->delete_particlespawner.id);
}
// no allocated memory in delete event
return;
break;
}
if (event->type == CE_ADD_PARTICLESPAWNER) {
case CE_ADD_PARTICLESPAWNER: {
{
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->add_particlespawner.id) !=
m_particle_spawners.end())
{
m_particle_spawners.end()) {
delete m_particle_spawners.find(event->add_particlespawner.id)->second;
m_particle_spawners.erase(event->add_particlespawner.id);
}
}
video::ITexture *texture =
gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
@ -469,11 +467,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
event->add_particlespawner.id,
toadd));
}
return;
break;
}
if (event->type == CE_SPAWN_PARTICLE) {
case CE_SPAWN_PARTICLE: {
video::ITexture *texture =
gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
@ -495,7 +491,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
delete event->spawn_particle.vel;
delete event->spawn_particle.acc;
return;
break;
}
default: break;
}
}