- sp cleanup in skull.cpp, sumo.cpp, zilla.cpp, zombie.cpp

This commit is contained in:
Christoph Oelckers 2021-12-24 17:01:31 +01:00
parent 926b4f8ba9
commit 212f07f7ff
4 changed files with 7 additions and 45 deletions

View file

@ -209,7 +209,6 @@ STATEp sg_SkullExplode[] =
int SetupSkull(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -239,13 +238,13 @@ int SetupSkull(DSWActor* actor)
u->Radius = 400;
if (GetSpriteZOfBottom(sp) > u->loz - Z(16))
if (ActorZOfBottom(actor) > u->loz - Z(16))
{
actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
u->loz = actor->spr.pos.Z;
// leave 8 pixels above the ground
actor->spr.pos.Z += GetSpriteSizeToTop(sp) - Z(3);;
actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
}
else
{
@ -260,7 +259,6 @@ int SetupSkull(DSWActor* actor)
int DoSkullMove(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int32_t dax, day, daz;
dax = MOVEx(actor->spr.xvel, actor->spr.ang);
@ -276,7 +274,6 @@ int DoSkullMove(DSWActor* actor)
int DoSkullBeginDeath(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int16_t i,num_ord=0;
// Decrease for Serp God
@ -356,7 +353,6 @@ int DoSkullBeginDeath(DSWActor* actor)
int DoSkullJump(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (actor->spr.xvel)
DoSkullMove(actor);
@ -418,7 +414,6 @@ int DoSkullJump(DSWActor* actor)
int DoSkullBob(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
// actor does a sine wave about u->sz - this is the z mid point
const int SKULL_BOB_AMT = (Z(16));
@ -441,7 +436,6 @@ int DoSkullSpawnShrap(DSWActor* actor)
int DoSkullWait(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int a,b,c,dist;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
@ -613,7 +607,6 @@ STATEp sg_BettyExplode[] =
int SetupBetty(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -643,13 +636,13 @@ int SetupBetty(DSWActor* actor)
u->Radius = 400;
if (GetSpriteZOfBottom(sp) > u->loz - Z(16))
if (ActorZOfBottom(actor) > u->loz - Z(16))
{
actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
u->loz = actor->spr.pos.Z;
// leave 8 pixels above the ground
actor->spr.pos.Z += GetSpriteSizeToTop(sp) - Z(3);;
actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
}
else
{
@ -664,7 +657,6 @@ int SetupBetty(DSWActor* actor)
int DoBettyMove(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int32_t dax, day, daz;
dax = MOVEx(actor->spr.xvel, actor->spr.ang);
@ -680,7 +672,6 @@ int DoBettyMove(DSWActor* actor)
int DoBettyBeginDeath(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int16_t i,num_ord=0;
// starts the explosion that does the actual damage
@ -754,7 +745,6 @@ int DoBettyBeginDeath(DSWActor* actor)
int DoBettyJump(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (actor->spr.xvel)
DoBettyMove(actor);
@ -814,7 +804,6 @@ int DoBettyJump(DSWActor* actor)
int DoBettyBob(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
// actor does a sine wave about u->sz - this is the z mid point
const int BETTY_BOB_AMT = (Z(16));
@ -836,7 +825,6 @@ int DoBettySpawnShrap(DSWActor* actor)
int DoBettyWait(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int a,b,c,dist;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);

View file

@ -634,7 +634,6 @@ ACTOR_ACTION_SET MiniSumoActionSet =
int SetupSumo(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -714,46 +713,29 @@ int DoSumoMove(DSWActor* actor)
int DoSumoRumble(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SetSumoQuake(actor);
return 0;
}
int InitSumoFart(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
PlaySound(DIGI_SUMOFART, actor, v3df_follow);
InitChemBomb(actor);
SetSumoFartQuake(actor);
InitSumoNapalm(actor);
return 0;
}
int InitSumoStomp(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
PlaySound(DIGI_SUMOSTOMP, actor, v3df_none);
SetSumoQuake(actor);
InitSumoStompAttack(actor);
return 0;
}
int InitSumoClap(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (actor->spr.pal == 16 && RandomRange(1000) <= 800)
InitMiniSumoClap(actor);
else
@ -764,7 +746,6 @@ int InitSumoClap(DSWActor* actor)
int DoSumoDeathMelt(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
PlaySound(DIGI_SUMOFART, actor, v3df_follow);
@ -832,13 +813,12 @@ void BossHealthMeter(void)
// Only show the meter when you can see the boss
for (int i=0; i<3; i++)
{
auto actor = BossSpriteNum[i];
DSWActor* actor = BossSpriteNum[i];
if (actor != nullptr && !bosswasseen[i])
{
sp = &actor->s();
u = actor->u();
if (cansee(actor->spr.pos.X, actor->spr.pos.Y, GetSpriteZOfTop(sp), actor->spr.sector(), pp->pos.X, pp->pos.Y, pp->pos.Z - Z(40), pp->cursector))
if (cansee(actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor), actor->spr.sector(), pp->pos.X, pp->pos.Y, pp->pos.Z - Z(40), pp->cursector))
{
if (i == 0 && !bosswasseen[0])
{
@ -871,7 +851,7 @@ void BossHealthMeter(void)
for (int i=0; i<3; i++)
{
auto actor = BossSpriteNum[i];
DSWActor* actor = BossSpriteNum[i];
if ((!bosswasseen[i] || actor == nullptr))
continue;

View file

@ -640,7 +640,6 @@ ACTOR_ACTION_SET ZillaActionSet =
int SetupZilla(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -676,7 +675,6 @@ int SetupZilla(DSWActor* actor)
int NullZilla(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
#if 0
if (u->State == s_ZillaDie)
@ -703,7 +701,6 @@ int NullZilla(DSWActor* actor)
int DoZillaMove(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
short choose;
// Random Zilla taunts
@ -746,7 +743,6 @@ int DoZillaStomp(DSWActor* actor)
int DoZillaDeathMelt(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (RandomRange(1000) > 800)
SpawnGrenadeExp(actor);

View file

@ -749,7 +749,6 @@ ACTOR_ACTION_SET ZombieActionSet =
int SetupZombie(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
ANIMATOR DoActorDecide;
@ -807,7 +806,6 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
void SpawnZombie2(DSWActor* actor)
{
SPRITEp sp = &actor->s();
SPRITEp np;
USERp nu;
auto sectu = actor->spr.sector();