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
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@ -4663,7 +4663,7 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
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index3_nors_incr = true;
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}
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else {
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if (!render_only || (render_only && BKE_displist_has_faces(lb))) {
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if (!render_only || BKE_displist_has_faces(lb)) {
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return drawDispListwire(lb, ob->type);
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}
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}
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@ -525,7 +525,7 @@ DerivedMesh *fluidsimModifier_do(FluidsimModifierData *fluidmd, Scene *scene,
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return dm;
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/* sanity check */
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if (!fluidmd || (fluidmd && !fluidmd->fss))
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if (!fluidmd || !fluidmd->fss)
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return dm;
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fss = fluidmd->fss;
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@ -1665,7 +1665,7 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
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// Only do deformers here if they are not parented to an armature, otherwise the armature will
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// handle updating its children
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if (gameobj->GetDeformer() && (!parent || (parent && parent->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)))
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if (gameobj->GetDeformer() && (!parent || parent->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE))
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gameobj->GetDeformer()->Update();
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for (int j=0; j<children->GetCount(); ++j) {
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