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Coverity Unused values Issues #5763
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I have a hard time intuiting what if anything these changes might have or what might have not been working before hand, but I can say that I tested some multilock, multi-turret-targetting gameplay and all seems to work as before
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Thanks for checking!
Since we are explicitly setting the exact flag values. For coverity 1320526
Since it would be overwritten next line anyway. For coverity 1320527
For coverity 1523417
This was originally `glBlendFunc(GL_ONE, GL_ZERO);` `blendfunc_Value[0] = GL_ONE;` `blendfunc_Value[1] = GL_ZERO;` Marked by coverity 1523247
So that linters and coverity don't complain about the initial value being overwritten. Coverity 1320531
For coverity 1522980
In hud_lock_acquire_current_target, because we didn't need a pointer here, we needed a pointer of a pointer. For coverity 1522999
This is just another cleanup pointed out by coverity 1523154
This cleans up the code and keeps us from thinking that target_ship_obj is needed. This is a retail issue. Marked by coverity 1320528
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Game seems unaffected (as expected) from tests. |
Some coverity issues in the "Unused Values" category. In draft because I need to see this patch's effect on targeting large ship subsystems.