diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index c2faa8b86..86097822e 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1214,7 +1214,6 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p switch(spr2) { - // Normal special cases. case SPR2_JUMP: spr2 = ((player @@ -1228,7 +1227,6 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p : skin->ability) == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; break; - // Use the handy list, that's what it's there for! default: spr2 = spr2defaults[spr2]; diff --git a/src/p_mobj.c b/src/p_mobj.c index 7ff8aa9f2..e2daf26e3 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -9717,7 +9717,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_EGGROBO1: mobj->movecount = P_RandomKey(13); mobj->color = SKINCOLOR_RUBY + P_RandomKey(MAXSKINCOLORS - SKINCOLOR_RUBY); - // fall through + break; case MT_HIVEELEMENTAL: mobj->extravalue1 = 5; break; @@ -11117,7 +11117,7 @@ You should think about modifying the deathmatch starts to take full advantage of mobj->color = SKINCOLOR_GOLD; mobj->colorized = true; } - // fall through + break; case MT_EGGMOBILE3: mobj->cusval = mthing->extrainfo; break; diff --git a/src/r_things.c b/src/r_things.c index fdf0e230d..645d10015 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -2527,7 +2527,6 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player) switch(spr2) { - // Normal special cases. case SPR2_JUMP: spr2 = ((player @@ -2540,8 +2539,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player) ? player->charability : skin->ability) == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; - // fall through - + break; // Use the handy list, that's what it's there for! default: spr2 = spr2defaults[spr2];