test (int code) { char *temp = frob (); int rotate = (code == 22); if (temp == 0 && !rotate) oof (); }
test_7 (int code) { _Bool temp = testit (); _Bool rotate = (code == 22); if (!rotate || temp == 0) oof (); }
test_8 (int code) { _Bool temp = testit (); _Bool rotate = (code == 22); if (temp == 0 || !rotate) oof (); }
test_3 (int code) { char *temp = frob (); int rotate = (code == 22); if (!rotate || temp == 0) oof (); }
void test_6 (int code) { _Bool temp = testit (); _Bool rotate = (code == 22); if (!rotate && temp == 0) oof (); }
void test_5 (int code) { _Bool temp = testit (); _Bool rotate = (code == 22); if (temp == 0 && !rotate) oof (); }
void test_4 (int code) { char *temp = frob (); int rotate = (code == 22); if (temp == 0 || !rotate) oof (); }
void test_2 (int code) { char *temp = frob (); int rotate = (code == 22); if (!rotate && temp == 0) oof (); }
com(int *blah) { int z = *blah; if (z == 256) { oof (z); abort (); } return *blah; }
void build_omp_regions_1 (basic_block bb, struct omp_region *parent, unsigned char single_tree, enum gimple_code code) { if (code == 25) parent = parent->outer; else if (code == 42) parent->cont = bb; if (single_tree && !parent) return; oof (); }
void Character::tick(qreal elapsedSeconds) { int dx = 0; // Direction of x travel int dy = 0; // Direction of y travel if (movingUp) dy -= 1; if (movingDown) dy += 1; if (movingLeft) dx -= 1; if (movingRight) dx += 1; bool hit = false; // Ran into something? moved = dx != 0 || dy != 0; // Did we move? if (moved) { QPointF startpos = pos(); // We are currently here QList<QGraphicsItem*> hits; // We intersect these things // Try to move by x, then y. If we hit something, unmove. moveBy(dx * speed * elapsedSeconds, 0); // Just x move first hits = collidingItems(); for (int i = 0; i < hits.count(); i++) { // If we are intersecting something in our layer... if (hits.at(i)->zValue() == zValue()) { // Step back and make a note of it setPos(startpos); hit = true; } } startpos = pos(); // We are now here moveBy(0, dy * speed * elapsedSeconds); // Just the y now hits = collidingItems(); for (int i = 0; i < hits.count(); i++) { // If we are intersecting something in our layer... if (hits.at(i)->zValue() == zValue()) { // Step back and make a note of it setPos(startpos); hit = true; } } if (hit) oof(); // Oof! We hit something! Let our subclasses know. frame_time += elapsedSeconds; // We're moving, so update the frame timer } // Figure out which animation to use based on movement direction if (movingDown) { current_anim = CHARACTER_SHEET_WALK_DOWN_ANIM; } else if (movingUp) { current_anim = CHARACTER_SHEET_WALK_UP_ANIM; } else if (movingRight) { current_anim = CHARACTER_SHEET_WALK_RIGHT_ANIM; } else if (movingLeft) { current_anim = CHARACTER_SHEET_WALK_LEFT_ANIM; } animed = false; // Did we do any animating this update? // If we want the default animation... if (current_anim == CHARACTER_SHEET_DEFAULT_ANIM) { // Use the WALK_DOWN animation current_anim = CHARACTER_SHEET_WALK_DOWN_ANIM; animed = true; } // If we want the default frame... if (current_frame == CHARACTER_SHEET_DEFAULT_FRAME) { // Use the first one current_frame = 0; animed = true; } // While it has been too long since we last updated the frame... // This is a 'while' instead of an 'if' so we can catch up with slow updates // without rendering all the frames we missed while (frame_time > CHARACTER_FRAME_TIME) { frame_time -= CHARACTER_FRAME_TIME; // One frame into the future! // Next frame in the animation, looping back if we reach the end current_frame = (current_frame + 1) % CHARACTER_SHEET_WALK_FRAME_COUNT; animed = true; } }
static void bar () { const char *label2 = (*"*.L_sfnames_b" == '*') + "*.L_sfnames_b"; oof (label2); }