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refactor: Remove redundant else conditions
1 parent 87adc1a commit 06fa56b

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2 files changed

+10
-5
lines changed
  • GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate
  • Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate

2 files changed

+10
-5
lines changed

Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/JetAIUpdate.cpp

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2322,15 +2322,17 @@ void JetAIUpdate::aiDoCommand(const AICommandParms* parms)
23222322
setFlag(HAS_PENDING_COMMAND, true);
23232323
return;
23242324
}
2325-
else if (parms->m_cmd == AICMD_IDLE && getStateMachine()->getCurrentStateID() == RELOAD_AMMO)
2325+
2326+
if (parms->m_cmd == AICMD_IDLE && getStateMachine()->getCurrentStateID() == RELOAD_AMMO)
23262327
{
23272328
// uber-special-case... if we are told to idle, but are reloading ammo, ignore it for now,
23282329
// since we're already doing "nothing" and responding to this will cease our reload...
23292330
// don't just return, tho, in case we were (say) reloading during a guard stint.
23302331
setFlag(HAS_PENDING_COMMAND, true);
23312332
return;
23322333
}
2333-
else if (!getFlag(ALLOW_AIR_LOCO))
2334+
2335+
if (!getFlag(ALLOW_AIR_LOCO))
23342336
{
23352337
switch (parms->m_cmd)
23362338
{

GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/JetAIUpdate.cpp

Lines changed: 6 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -2549,22 +2549,25 @@ void JetAIUpdate::aiDoCommand(const AICommandParms* parms)
25492549
setFlag(HAS_PENDING_COMMAND, true);
25502550
return;
25512551
}
2552-
else if (parms->m_cmd == AICMD_IDLE && getStateMachine()->getCurrentStateID() == RELOAD_AMMO)
2552+
2553+
if (parms->m_cmd == AICMD_IDLE && getStateMachine()->getCurrentStateID() == RELOAD_AMMO)
25532554
{
25542555
// uber-special-case... if we are told to idle, but are reloading ammo, ignore it for now,
25552556
// since we're already doing "nothing" and responding to this will cease our reload...
25562557
// don't just return, tho, in case we were (say) reloading during a guard stint.
25572558
setFlag(HAS_PENDING_COMMAND, true);
25582559
return;
25592560
}
2560-
else if( parms->m_cmd == AICMD_IDLE && getObject()->isAirborneTarget() && !getObject()->isKindOf( KINDOF_PRODUCED_AT_HELIPAD ) )
2561+
2562+
if( parms->m_cmd == AICMD_IDLE && getObject()->isAirborneTarget() && !getObject()->isKindOf( KINDOF_PRODUCED_AT_HELIPAD ) )
25612563
{
25622564
getStateMachine()->clear();
25632565
setLastCommandSource( CMD_FROM_AI );
25642566
getStateMachine()->setState( RETURNING_FOR_LANDING );
25652567
return;
25662568
}
2567-
else if (!getFlag(ALLOW_AIR_LOCO))
2569+
2570+
if (!getFlag(ALLOW_AIR_LOCO))
25682571
{
25692572
switch (parms->m_cmd)
25702573
{

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