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refactor: Remove unnecessary do-animation assignment as condition is already covered by newLevel > oldLevel
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-2
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  • GeneralsMD/Code/GameEngine/Source/GameLogic/Object
  • Generals/Code/GameEngine/Source/GameLogic/Object

2 files changed

+0
-2
lines changed

Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp

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Original file line numberDiff line numberDiff line change
@@ -2791,7 +2791,6 @@ void Object::onVeterancyLevelChanged( VeterancyLevel oldLevel, VeterancyLevel ne
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clearWeaponBonusCondition(WEAPONBONUSCONDITION_VETERAN);
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clearWeaponBonusCondition(WEAPONBONUSCONDITION_ELITE);
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clearWeaponBonusCondition(WEAPONBONUSCONDITION_HERO);
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doAnimation = FALSE;//... but not if somehow up to Regular
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break;
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case LEVEL_VETERAN:
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setWeaponSetFlag(WEAPONSET_VETERAN);

GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3107,7 +3107,6 @@ void Object::onVeterancyLevelChanged( VeterancyLevel oldLevel, VeterancyLevel ne
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clearWeaponBonusCondition(WEAPONBONUSCONDITION_VETERAN);
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clearWeaponBonusCondition(WEAPONBONUSCONDITION_ELITE);
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clearWeaponBonusCondition(WEAPONBONUSCONDITION_HERO);
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doAnimation = FALSE;//... but not if somehow up to Regular
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break;
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case LEVEL_VETERAN:
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setWeaponSetFlag(WEAPONSET_VETERAN);

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