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- removed u variables in bunny.cpp
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parent
87100b1f50
commit
29d161dd67
1 changed files with 2 additions and 33 deletions
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@ -724,17 +724,11 @@ ACTOR_ACTION_SET BunnyWhiteActionSet =
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int SetupBunny(DSWActor* actor)
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{
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USERp u;
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ANIMATOR DoActorDecide;
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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{
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u = actor->u();
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ASSERT(u);
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}
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else
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{
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u = SpawnUser(actor, BUNNY_RUN_R0, s_BunnyRun[0]);
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SpawnUser(actor, BUNNY_RUN_R0, s_BunnyRun[0]);
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actor->user.Health = 10;
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}
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@ -811,8 +805,6 @@ int GetBunnyJumpHeight(int jump_speed, int jump_grav)
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int PickBunnyJumpSpeed(DSWActor* actor, int pix_height)
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{
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USERp u = actor->u();
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ASSERT(pix_height < 128);
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actor->user.jump_speed = -600;
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@ -837,7 +829,6 @@ int PickBunnyJumpSpeed(DSWActor* actor, int pix_height)
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int DoBunnyBeginJumpAttack(DSWActor* actor)
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{
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USER* u = actor->u();
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DSWActor* target = actor->user.targetActor;
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int tang;
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@ -872,8 +863,6 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
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int DoBunnyMoveJump(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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int nx, ny;
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@ -902,7 +891,6 @@ int DoBunnyMoveJump(DSWActor* actor)
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void DoPickCloseBunny(DSWActor* actor)
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{
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auto u = actor->u();
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int dist, near_dist = 1000, a,b,c;
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// if actor can still see the player
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@ -935,8 +923,6 @@ void DoPickCloseBunny(DSWActor* actor)
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int DoBunnyQuickJump(DSWActor* actor)
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{
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USER* u = actor->u();
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if (actor->user.spal != PALETTE_PLAYER8) return false;
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if (!actor->user.lowActor&& actor->user.spal == PALETTE_PLAYER8 && MoveSkip4)
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@ -1061,8 +1047,6 @@ int DoBunnyQuickJump(DSWActor* actor)
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int NullBunny(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(actor->user.Flags, SPR_JUMPING))
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@ -1086,8 +1070,6 @@ int NullBunny(DSWActor* actor)
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int DoBunnyPain(DSWActor* actor)
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{
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USER* u = actor->u();
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NullBunny(actor);
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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@ -1097,7 +1079,6 @@ int DoBunnyPain(DSWActor* actor)
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int DoBunnyRipHeart(DSWActor* actor)
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{
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USER* u = actor->u();
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DSWActor* target = actor->user.targetActor;
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NewStateGroup(actor, sg_BunnyHeart);
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@ -1110,8 +1091,6 @@ int DoBunnyRipHeart(DSWActor* actor)
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int DoBunnyStandKill(DSWActor* actor)
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{
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USER* u = actor->u();
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NullBunny(actor);
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// Growl like the bad ass bunny you are!
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@ -1126,8 +1105,6 @@ int DoBunnyStandKill(DSWActor* actor)
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void BunnyHatch(DSWActor* actor)
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{
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USERp u = actor->u();
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const int MAX_BUNNYS = 1;
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int16_t rip_ang[MAX_BUNNYS];
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@ -1252,8 +1229,6 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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int DoBunnyMove(DSWActor* actor)
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{
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USER* u = actor->u();
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// Parental lock crap
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE))
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RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on
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@ -1331,8 +1306,6 @@ int BunnySpew(DSWActor* actor)
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int DoBunnyEat(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(actor->user.Flags, SPR_JUMPING))
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@ -1380,8 +1353,6 @@ int DoBunnyEat(DSWActor* actor)
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int DoBunnyScrew(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(actor->user.Flags, SPR_JUMPING))
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@ -1427,8 +1398,6 @@ int DoBunnyScrew(DSWActor* actor)
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int DoBunnyGrowUp(DSWActor* actor)
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{
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USER* u = actor->u();
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if (actor->spr.pal == PALETTE_PLAYER1) return 0; // Don't bother white bunnies
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if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
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