From a4d1aebb74fbaf61c2fc49dfad58a9c14e5739f9 Mon Sep 17 00:00:00 2001 From: phosit Date: Tue, 31 Dec 2024 13:13:20 +0100 Subject: [PATCH] Use early return when there is no message (cherry picked from commit c32a7478735f4eb2c4d59ebad41a2b10f8037da7) Signed-off-by: Itms --- .../mods/public/simulation/components/Player.js | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/binaries/data/mods/public/simulation/components/Player.js b/binaries/data/mods/public/simulation/components/Player.js index f90f779c72..a5d0d3c602 100644 --- a/binaries/data/mods/public/simulation/components/Player.js +++ b/binaries/data/mods/public/simulation/components/Player.js @@ -515,13 +515,15 @@ Player.prototype.SetState = function(newState, message) Engine.PostMessage(this.entity, won ? MT_PlayerWon : MT_PlayerDefeated, { "playerId": this.playerID }); - if (message) - Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({ - "type": won ? "won" : "defeat", - "players": [this.playerID], - "allies": [this.playerID], - "message": message - }); + if (!message) + return; + + Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({ + "type": won ? "won" : "defeat", + "players": [this.playerID], + "allies": [this.playerID], + "message": message + }); }; Player.prototype.GetFormations = function()