Use enumerateObjectsUsingBlock: where appropriate
FossilOrigin-Name: fd4460c7b65410b1f78e2f0df253cb5dd3cb73cff37ac75a012f8cbee1cadddd
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5 changed files with 29 additions and 37 deletions
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@ -345,7 +345,7 @@ shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
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void
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hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
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OFVector3D &from, OFVector3D &to)
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const OFVector3D &from, const OFVector3D &to)
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{
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hit(target, damage, d, at);
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vdist(dist, v, from, to);
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@ -355,7 +355,7 @@ hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
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void
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raydamage(
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DynamicEntity *o, OFVector3D &from, OFVector3D &to, DynamicEntity *d, int i)
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DynamicEntity *o, const OFVector3D &from, const OFVector3D &to, DynamicEntity *d, int i)
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{
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if (o.state != CS_ALIVE)
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return;
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@ -424,12 +424,10 @@ shoot(DynamicEntity *d, const OFVector3D &targ)
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if (guns[d.gunselect].projspeed)
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return;
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size_t i = 0;
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for (id player in players) {
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[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
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if (player != [OFNull null])
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raydamage(player, from, to, d, i);
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i++;
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}
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}];
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for (DynamicEntity *monster in getmonsters())
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if (monster != d)
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