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Merge #1589
1589: Remove some code duplication in CSaveTee::LoadString r=def- a=def- by using a switch-case with fallthroughs, seems like the perfect use case. Co-authored-by: def <dennis@felsin9.de>
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commit
4931d00201
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@ -190,27 +190,19 @@ int CSaveTee::LoadString(char* String)
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{
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int Num;
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Num = sscanf(String, "%[^\t]\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%d\t%d\t%f\t%f\t%f\t%f\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%f\t%f\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%dt%d\t%d\t%d\t%*s", m_name, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo, &m_aWeapons[0].m_AmmoRegenStart, &m_aWeapons[0].m_Ammo, &m_aWeapons[0].m_Ammocost, &m_aWeapons[0].m_Got, &m_aWeapons[1].m_AmmoRegenStart, &m_aWeapons[1].m_Ammo, &m_aWeapons[1].m_Ammocost, &m_aWeapons[1].m_Got, &m_aWeapons[2].m_AmmoRegenStart, &m_aWeapons[2].m_Ammo, &m_aWeapons[2].m_Ammocost, &m_aWeapons[2].m_Got, &m_aWeapons[3].m_AmmoRegenStart, &m_aWeapons[3].m_Ammo, &m_aWeapons[3].m_Ammocost, &m_aWeapons[3].m_Got, &m_aWeapons[4].m_AmmoRegenStart, &m_aWeapons[4].m_Ammo, &m_aWeapons[4].m_Ammocost, &m_aWeapons[4].m_Got, &m_aWeapons[5].m_AmmoRegenStart, &m_aWeapons[5].m_Ammo, &m_aWeapons[5].m_Ammocost, &m_aWeapons[5].m_Got, &m_LastWeapon, &m_QueuedWeapon, &m_SuperJump, &m_Jetpack, &m_NinjaJetpack, &m_FreezeTime, &m_FreezeTick, &m_DeepFreeze, &m_EndlessHook, &m_DDRaceState, &m_Hit, &m_Collision, &m_TuneZone, &m_TuneZoneOld, &m_Hook, &m_Time, &m_Pos.x, &m_Pos.y, &m_PrevPos.x, &m_PrevPos.y, &m_TeleCheckpoint, &m_LastPenalty, &m_CorePos.x, &m_CorePos.y, &m_Vel.x, &m_Vel.y, &m_ActiveWeapon, &m_Jumped, &m_JumpedTotal, &m_Jumps, &m_HookPos.x, &m_HookPos.y, &m_HookDir.x, &m_HookDir.y, &m_HookTeleBase.x, &m_HookTeleBase.y, &m_HookTick, &m_HookState, &m_CpTime, &m_CpActive, &m_CpLastBroadcast, &m_CpCurrent[0], &m_CpCurrent[1], &m_CpCurrent[2], &m_CpCurrent[3], &m_CpCurrent[4], &m_CpCurrent[5], &m_CpCurrent[6], &m_CpCurrent[7], &m_CpCurrent[8], &m_CpCurrent[9], &m_CpCurrent[10], &m_CpCurrent[11], &m_CpCurrent[12], &m_CpCurrent[13], &m_CpCurrent[14], &m_CpCurrent[15], &m_CpCurrent[16], &m_CpCurrent[17], &m_CpCurrent[18], &m_CpCurrent[19], &m_CpCurrent[20], &m_CpCurrent[21], &m_CpCurrent[22], &m_CpCurrent[23], &m_CpCurrent[24], &m_NotEligibleForFinish, &m_HasTeleGun, &m_HasTeleLaser, &m_HasTeleGrenade);
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if(Num == 96) // Don't forget to update this when you save / load more / less.
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switch(Num) // Don't forget to update this when you save / load more / less.
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{
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case 96:
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m_NotEligibleForFinish = false;
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// fallthrough
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case 97:
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m_HasTeleGrenade = 0;
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m_HasTeleLaser = 0;
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m_HasTeleGun = 0;
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// fallthrough
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case 100:
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return 0;
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}
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else if(Num == 97)
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{
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m_HasTeleGrenade = 0;
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m_HasTeleLaser = 0;
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m_HasTeleGun = 0;
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return 0;
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}
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else if(Num == 100)
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{
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return 0;
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}
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else
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{
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default:
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dbg_msg("load", "failed to load tee-string");
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dbg_msg("load", "loaded %d vars", Num);
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return Num+1; // never 0 here
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