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TITANIC: Adjust the switch/case fall-through comments
This way, GCC 7 does not generate a warning for those cases when -Wimplicit-fallthrough=3 is enabled, which is now the default.
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@ -141,27 +141,27 @@ void CGameObject::load(SimpleFile *file) {
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case 7:
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_movieRangeInfoList.load(file);
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_frameNumber = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 6:
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_cursorId = (CursorId)file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 5:
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_movieClips.load(file);
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// Deliberate fall-through
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// Intentional fall-through
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case 4:
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_handleMouseFlag = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 3:
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_nonvisual = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 2:
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_resource = file->readString();
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// Deliberate fall-through
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// Intentional fall-through
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case 1:
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_bounds = file->readBounds();
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@ -96,11 +96,11 @@ void CLinkItem::load(SimpleFile *file) {
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switch (val) {
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case 2:
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_cursorId = (CursorId)file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 1:
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_linkMode = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 0:
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_roomNumber = file->readNumber();
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@ -102,7 +102,7 @@ void CProjectItem::load(SimpleFile *file) {
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case 1:
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file->readBuffer();
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_nextRoomNumber = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 0:
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// Load the list of files
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@ -116,16 +116,16 @@ void CProjectItem::load(SimpleFile *file) {
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case 6:
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file->readBuffer();
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_nextObjectNumber = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 5:
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file->readBuffer();
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_nextMessageNumber = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 4:
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file->readBuffer();
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// Deliberate fall-through
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// Intentional fall-through
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case 2:
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case 3:
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@ -65,14 +65,14 @@ void CRoomItem::load(SimpleFile *file) {
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// Read exit movie
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file->readBuffer();
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_exitMovieKey.load(file);
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// Deliberate fall-through
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// Intentional fall-through
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case 2:
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// Read room dimensions
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file->readBuffer();
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_roomDimensionX = (double)file->readNumber() / 1000.0;
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_roomDimensionY = (double)file->readNumber() / 1000.0;
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// Deliberate fall-through
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// Intentional fall-through
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case 1:
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// Read transition movie key and clip list
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@ -82,7 +82,7 @@ void CRoomItem::load(SimpleFile *file) {
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file->readBuffer();
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_clipList.load(file);
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postLoad();
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// Deliberate fall-through
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// Intentional fall-through
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case 0:
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// Read room rect
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@ -67,7 +67,7 @@ void CViewItem::load(SimpleFile *file) {
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switch (val) {
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case 1:
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_resourceKey.load(file);
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// Deliberate fall-through
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// Intentional fall-through
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default:
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file->readBuffer();
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@ -52,35 +52,35 @@ void CPlaceHolderItem::load(SimpleFile *file) {
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switch (file->readNumber()) {
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case 7:
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_field7C = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 6:
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file->readString();
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_clips.load(file);
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// Deliberate fall-through
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// Intentional fall-through
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case 5:
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_field68 = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 4:
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_field64 = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 3:
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_field60 = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 2:
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_list.load(file);
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// Deliberate fall-through
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// Intentional fall-through
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case 1:
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_string2 = file->readString();
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_field4C = file->readNumber();
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_pos1 = file->readPoint();
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_pos2 = file->readPoint();
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// Deliberate fall-through
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// Intentional fall-through
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case 0:
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_string1 = file->readString();
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@ -43,16 +43,16 @@ void CVariableListItem::load(SimpleFile *file) {
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switch (file->readNumber()) {
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case 3:
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field44 = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 2:
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_string1 = file->readString();
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_field18 = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 1:
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field40 = file->readNumber();
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// Deliberate fall-through
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// Intentional fall-through
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case 0:
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_string2 = file->readString();
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@ -158,7 +158,8 @@ void CMainGameWindow::draw() {
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_project->loadGame(_pendingLoadSlot);
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_pendingLoadSlot = -1;
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// Deliberate fall-through to draw loaded game
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// Intentional fall-through
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// to draw loaded game
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case GSMODE_INTERACTIVE:
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case GSMODE_CUTSCENE:
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@ -315,7 +315,7 @@ int BarbotScript::process(const TTroomScript *roomScript, const TTsentence *sent
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} else if (flag2) {
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return applySentenceIds(51423);
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}
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// Deliberate fall-through
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// Intentional fall-through
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case 16:
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if (val2C == 7 || val2C == 10)
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@ -389,7 +389,7 @@ ScriptChangedResult BellbotScript::scriptChanged(const TTroomScript *roomScript,
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_responseFlag = false;
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CTrueTalkManager::_v9 = 0;
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// Deliberate fall-through
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// Intentional fall-through
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default:
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if (roomScript->_scriptId == 115 && id == 103) {
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switch (getValue(4)) {
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