struct ThingInMemory * tm = t_eye->t_mem;
struct ThingInMemory * tm_prev = NULL;
struct ThingInMemory * tm_next = NULL;
- for (; tm != NULL; tm = tm_next)
+ for (; tm; tm = tm_next)
{
tm_next = tm->next;
if ('v' == t_eye->fov_map[tm->pos.y * world.map.length + tm->pos.x])
tm_prev = tm;
}
struct Thing * t = world.things;
- for (; t != NULL; t = t->next)
+ for (; t; t = t->next)
{
if ( !t->lifepoints
&& 'v' == t_eye->fov_map[t->pos.y * world.map.length + t->pos.x])