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authorPeter Keresztes Schmidt <carbenium@outlook.com>2020-07-18 20:42:28 +0200
committerShauren <shauren.trinity@gmail.com>2022-01-23 22:02:03 +0100
commitad340466d09ae6de8adc20949f433772cb016b54 (patch)
tree99127eb685dab4aa1aa90e79cbba958bf6dea80e /src/server/game/Entities/GameObject
parentfda8a09766bf733ccf97743ea5b884c900f44c28 (diff)
Misc: Use [[fallthrough]] attribute instead of comment to mark intentional fallthroughs (#25054)
Related: #25006 (cherry picked from commit 85b5b842ca6c05d4e51081e6c3282940a80f3761)
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index b03bba6b4cb..192d0ecf768 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -653,8 +653,8 @@ void GameObject::Update(uint32 diff)
m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
break;
}
+ [[fallthrough]];
}
- /* fallthrough */
case GO_READY:
{
if (m_respawnCompatibilityMode)