Use NULL instead of COND checks when appropriate

Restricted to scene
This commit is contained in:
Ninni Pipping
2023-06-06 14:59:54 +02:00
parent 9723077f4f
commit dcd2b883eb
43 changed files with 123 additions and 126 deletions

View File

@ -142,7 +142,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
Ref<PackedScene> sdata = props[base_scene_idx];
ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state
ERR_FAIL_COND_V(!node, nullptr);
ERR_FAIL_NULL_V(node, nullptr);
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
node->set_scene_inherited_state(sdata->get_state());
}
@ -155,7 +155,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
Ref<PackedScene> sdata = ResourceLoader::load(scene_path, "PackedScene");
ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_COND_V(!node, nullptr);
ERR_FAIL_NULL_V(node, nullptr);
} else {
InstancePlaceholder *ip = memnew(InstancePlaceholder);
ip->set_instance_path(scene_path);
@ -166,7 +166,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
Ref<PackedScene> sdata = props[n.instance & FLAG_MASK];
ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_COND_V(!node, nullptr);
ERR_FAIL_NULL_V(node, nullptr);
}
} else if (n.type == TYPE_INSTANTIATED) {