- removed u variables in bunny.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 20:54:31 +01:00
parent 87100b1f50
commit 29d161dd67

View file

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