diff --git a/Source/objects.cpp b/Source/objects.cpp index ee1924705..99cad1e7b 100644 --- a/Source/objects.cpp +++ b/Source/objects.cpp @@ -2365,10 +2365,10 @@ void OperateShrineWeird(Player &player) if (&player != MyPlayer) return; - constexpr int MaxDamMin = 0; - constexpr int MaxDamMax = 255; + constexpr int MinDam = 0; + constexpr int MaxDam = 255; - auto isWeaponType = [](const Item &item) { + auto isWeapon = [](const Item &item) { switch (item._itype) { case ItemType::Sword: case ItemType::Axe: @@ -2381,19 +2381,21 @@ void OperateShrineWeird(Player &player) } }; - auto bumpMaxDamClamped = [](Item &item) { - item._iMaxDam = std::clamp(item._iMaxDam + 1, MaxDamMin, MaxDamMax); + auto bumpMaxDam = [](Item &item) { + item._iMaxDam = std::clamp(item._iMaxDam + 1, MinDam, MaxDam); }; - if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._itype != ItemType::Shield) - bumpMaxDamClamped(player.InvBody[INVLOC_HAND_LEFT]); + Item &left = player.InvBody[INVLOC_HAND_LEFT]; + if (!left.isEmpty() && left._itype != ItemType::Shield) + bumpMaxDam(left); - if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._itype != ItemType::Shield) - bumpMaxDamClamped(player.InvBody[INVLOC_HAND_RIGHT]); + Item &right = player.InvBody[INVLOC_HAND_RIGHT]; + if (!right.isEmpty() && right._itype != ItemType::Shield) + bumpMaxDam(right); for (Item &item : InventoryPlayerItemsRange { player }) { - if (isWeaponType(item)) - bumpMaxDamClamped(item); + if (isWeapon(item)) + bumpMaxDam(item); } CalcPlrInv(player, true);