More Cleanup from Code Analysis

This commit is contained in:
hondacrx
2017-06-24 18:41:58 -04:00
parent ad5ee77680
commit bfe5de0cfb
6 changed files with 13 additions and 11 deletions
@@ -14,9 +14,11 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
namespace Framework.Constants
{
[Flags]
public enum RealmFlags
{
None = 0x00,
-1
View File
@@ -126,7 +126,6 @@ namespace System.Collections.Generic
list = listCopy;
}
public static T SelectRandom<T>(this IEnumerable<T> source)
{
return source.SelectRandom(1).Single();
+1 -1
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@@ -359,7 +359,7 @@ namespace Game.Combat
public void update()
{
if (iDirty && threatList.Count > 1)
threatList.OrderByDescending(p => p.getThreat());
threatList = threatList.OrderByDescending(p => p.getThreat()).ToList();
iDirty = false;
}
+2 -2
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@@ -149,8 +149,8 @@ namespace Game.DataStorage
_curvePoints[curvePoint.CurveID].Add(curvePoint);
}
foreach (var key in _curvePoints.Keys)
_curvePoints[key].OrderBy(point => point.Index);
foreach (var key in _curvePoints.Keys.ToList())
_curvePoints[key] = _curvePoints[key].OrderBy(point => point.Index).ToList();
foreach (EmotesTextSoundRecord emoteTextSound in CliDB.EmotesTextSoundStorage.Values)
_emoteTextSounds[Tuple.Create((uint)emoteTextSound.EmotesTextId, emoteTextSound.RaceId, emoteTextSound.SexId, emoteTextSound.ClassId)] = emoteTextSound;
+6 -6
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@@ -124,19 +124,19 @@ namespace Game.Entities
angle += 2 * MathFunctions.PI;
// Look for position around 2 second ahead of us.
uint workDiff = m_cinematicDiff;
int workDiff = (int)m_cinematicDiff;
// Modify result based on camera direction (Humans for example, have the camera point behind)
workDiff += (uint)((2 * Time.InMilliseconds) * Math.Cos(angle));
workDiff += (int)((2 * Time.InMilliseconds) * Math.Cos(angle));
// Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
var endItr = m_cinematicCamera.LastOrDefault();
if (endItr != null && workDiff > endItr.timeStamp)
workDiff = endItr.timeStamp;
workDiff = (int)endItr.timeStamp;
// Never try to go back in time before the start of cinematic!
if (workDiff < 0)
workDiff = m_cinematicDiff;
workDiff = (int)m_cinematicDiff;
// Obtain the previous and next waypoint based on timestamp
foreach (FlyByCamera cam in m_cinematicCamera)
@@ -153,11 +153,11 @@ namespace Game.Entities
// Never try to go beyond the end of the cinematic
if (workDiff > nextTimestamp)
workDiff = nextTimestamp;
workDiff = (int)nextTimestamp;
// Interpolate the position for this moment in time (or the adjusted moment in time)
uint timeDiff = nextTimestamp - lastTimestamp;
uint interDiff = workDiff - lastTimestamp;
uint interDiff = (uint)(workDiff - lastTimestamp);
float xDiff = nextPosition.posX - lastPosition.posX;
float yDiff = nextPosition.posY - lastPosition.posY;
float zDiff = nextPosition.posZ - lastPosition.posZ;
+2 -1
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@@ -89,8 +89,9 @@ namespace Game.Spells
if (visuals != null)
_visuals = visuals;
// sort all visuals so that the ones without a condition requirement are last on the list
foreach (var key in _visuals.Keys)
foreach (var key in _visuals.Keys.ToList())
_visuals[key] = _visuals[key].OrderByDescending(x => x.PlayerConditionID).ToList();
// SpellScalingEntry