simplify redundant conditionals

The redundant terms were harmless but check an expression we already
know to be true (from earlier in the same conditional).

Found by PVS-Studio T48917
This commit is contained in:
Mike Erwin 2016-07-31 01:22:36 -04:00
parent 6fffe6cfcc
commit fc36c2f70e
3 changed files with 3 additions and 3 deletions

View File

@ -4663,7 +4663,7 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
index3_nors_incr = true;
}
else {
if (!render_only || (render_only && BKE_displist_has_faces(lb))) {
if (!render_only || BKE_displist_has_faces(lb)) {
return drawDispListwire(lb, ob->type);
}
}

View File

@ -525,7 +525,7 @@ DerivedMesh *fluidsimModifier_do(FluidsimModifierData *fluidmd, Scene *scene,
return dm;
/* sanity check */
if (!fluidmd || (fluidmd && !fluidmd->fss))
if (!fluidmd || !fluidmd->fss)
return dm;
fss = fluidmd->fss;

View File

@ -1665,7 +1665,7 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
// Only do deformers here if they are not parented to an armature, otherwise the armature will
// handle updating its children
if (gameobj->GetDeformer() && (!parent || (parent && parent->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)))
if (gameobj->GetDeformer() && (!parent || parent->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE))
gameobj->GetDeformer()->Update();
for (int j=0; j<children->GetCount(); ++j) {