mirror of
https://github.com/DrBeef/Raze.git
synced 2025-04-04 07:00:54 +00:00
- deleted all np variables.
This commit is contained in:
parent
14ba7d24d2
commit
33c8668325
8 changed files with 27 additions and 103 deletions
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@ -1138,7 +1138,6 @@ void BunnyHatch(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp np;
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USERp nu;
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const int MAX_BUNNYS = 1;
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int16_t rip_ang[MAX_BUNNYS];
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@ -1148,11 +1147,8 @@ void BunnyHatch(DSWActor* actor)
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for (int i = 0; i < MAX_BUNNYS; i++)
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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actorNew->spr.clear();
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actorNew->spr.pos.X = actor->spr.pos.X;
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actorNew->spr.pos.Y = actor->spr.pos.Y;
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actorNew->spr.pos.Z = actor->spr.pos.Z;
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.xrepeat = 30; // Baby size
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actorNew->spr.yrepeat = 24;
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actorNew->spr.ang = rip_ang[i];
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@ -1209,7 +1205,6 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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auto np = &actorNew->s();
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actorNew->spr.clear();
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actorNew->spr.pos.X = actor->spr.pos.X;
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actorNew->spr.pos.Y = actor->spr.pos.Y;
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@ -546,13 +546,11 @@ int NewCoolg(DSWActor* actor)
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{
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USERp u = actor->u();
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USERp nu;
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SPRITEp np;
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ANIMATOR DoActorDecide;
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auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 50);
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nu = actorNew->u();
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np = &actorNew->s();
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ChangeState(actorNew, &s_CoolgBirth[0]);
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nu->StateEnd = s_CoolgDie;
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@ -297,13 +297,11 @@ int DoWallBloodDrip(DSWActor* actor)
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void SpawnMidSplash(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp np;
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USERp nu;
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
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np = &actorNew->s();
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nu = actorNew->u();
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actorNew->spr.shade = -12;
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@ -327,13 +325,11 @@ void SpawnMidSplash(DSWActor* actor)
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void SpawnFloorSplash(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp np;
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USERp nu;
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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np = &actorNew->s();
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nu = actorNew->u();
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actorNew->spr.shade = -12;
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@ -540,7 +536,6 @@ int DoBloodSpray(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSpray, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
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auto np = &actorNew->s();
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auto nu = actorNew->u();
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SetOwner(actor, actorNew);
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@ -752,7 +747,6 @@ int DoPhosphorus(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
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auto np = &actorNew->s();
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auto nu = actorNew->u();
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actorNew->spr.hitag = LUMINOUS; // Always full brightness
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@ -980,7 +974,6 @@ int DoChemBomb(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
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auto np = &actorNew->s();
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auto nu = actorNew->u();
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SetOwner(actor, actorNew);
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@ -1219,7 +1212,6 @@ int SpawnRadiationCloud(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
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auto np = &actorNew->s();
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nu = actorNew->u();
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SetOwner(GetOwner(actor), actorNew);
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@ -1668,7 +1660,6 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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auto np = &actorNew->s();
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auto nu = actorNew->u();
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if (u->flameActor != nullptr)
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@ -1679,7 +1670,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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if (u->flameActor != nullptr)
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{
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nu->Counter = GetRepeatFromHeight(np, ActorSizeZ(actor) >> 1) * 4;
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nu->Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(actor) >> 1) * 4;
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}
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else
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nu->Counter = 0; // max flame size
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@ -1198,7 +1198,6 @@ int DoRipperStandHeart(DSWActor* actor)
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void RipperHatch(DSWActor* actor)
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{
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SPRITEp np;
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USERp nu;
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const int MAX_RIPPERS = 1;
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short rip_ang[MAX_RIPPERS];
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@ -1208,7 +1207,6 @@ void RipperHatch(DSWActor* actor)
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for (int i = 0; i < MAX_RIPPERS; i++)
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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actorNew->spr.clear();
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ClearOwner(actorNew);
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actorNew->spr.pos.X = actor->spr.pos.X;
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@ -1215,7 +1215,6 @@ int DoRipper2StandHeart(DSWActor* actor)
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void Ripper2Hatch(DSWActor* actor)
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{
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SPRITEp np;
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USERp nu;
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const int MAX_RIPPER2S = 1;
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@ -1227,13 +1226,10 @@ void Ripper2Hatch(DSWActor* actor)
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for (int i = 0; i < MAX_RIPPER2S; i++)
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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actorNew->spr.clear();
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ClearOwner(actorNew);
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actorNew->spr.pos.X = actor->spr.pos.X;
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actorNew->spr.pos.Y = actor->spr.pos.Y;
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actorNew->spr.pos.Z = actor->spr.pos.Z;
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//actorNew->spr.xrepeat = actorNew->spr.yrepeat = 36;
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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actorNew->spr.ang = rip_ang[i];
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actorNew->spr.pal = 0;
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@ -2537,13 +2537,10 @@ void SpriteSetup(void)
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// make a QUICK_LADDER sprite automatically
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auto actorNew = insertActor(sp->sector(), STAT_QUICK_LADDER);
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auto np = &actorNew->s();
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = sp->pos.Z;
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actorNew->spr.pos = sp->pos;
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actorNew->spr.ang = NORM_ANGLE(sp->ang + 1024);
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actorNew->spr.picnum = sp->picnum;
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@ -3572,7 +3569,6 @@ int ActorCoughItem(DSWActor* actor)
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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short choose;
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SPRITEp np;
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DSWActor* actorNew = nullptr;
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@ -3581,7 +3577,6 @@ int ActorCoughItem(DSWActor* actor)
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case SAILORGIRL_R0:
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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@ -3591,9 +3586,9 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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SP_TAG7(actorNew) = 1;
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// zvel
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SP_TAG8(np) = 40;
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SP_TAG8(actorNew) = 40;
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choose = RANDOM_P2(1024);
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@ -3613,7 +3608,7 @@ int ActorCoughItem(DSWActor* actor)
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// match
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SP_TAG2(actorNew) = -1;
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// kill
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RESET_BOOL1(np);
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RESET_BOOL1(actorNew);
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SpawnItemsMatch(-1);
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break;
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@ -3623,7 +3618,6 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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@ -3633,16 +3627,16 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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SP_TAG7(actorNew) = 1;
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// zvel
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SP_TAG8(np) = 40;
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SP_TAG8(actorNew) = 40;
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SP_TAG3(actorNew) = 69; // Match number
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// match
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SP_TAG2(actorNew) = -1;
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// kill
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RESET_BOOL1(np);
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RESET_BOOL1(actorNew);
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SpawnItemsMatch(-1);
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break;
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@ -3652,7 +3646,6 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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@ -3662,16 +3655,16 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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SP_TAG7(actorNew) = 1;
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// zvel
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SP_TAG8(np) = 40;
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SP_TAG8(actorNew) = 40;
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SP_TAG3(actorNew) = 70; // Match number
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// match
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SP_TAG2(actorNew) = -1;
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// kill
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RESET_BOOL1(np);
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RESET_BOOL1(actorNew);
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SpawnItemsMatch(-1);
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break;
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@ -3684,7 +3677,6 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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@ -3694,9 +3686,9 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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SP_TAG7(actorNew) = 1;
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// zvel
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SP_TAG8(np) = 40;
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SP_TAG8(actorNew) = 40;
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switch (u->WeaponNum)
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{
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@ -3737,7 +3729,7 @@ int ActorCoughItem(DSWActor* actor)
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// match
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SP_TAG2(actorNew) = -1;
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// kill
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RESET_BOOL1(np);
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RESET_BOOL1(actorNew);
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SpawnItemsMatch(-1);
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break;
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}
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@ -3747,7 +3739,6 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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@ -3757,9 +3748,9 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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SP_TAG7(actorNew) = 1;
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// zvel
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SP_TAG8(np) = 40;
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SP_TAG8(actorNew) = 40;
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if (u->spal == PAL_XLAT_LT_TAN)
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{
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@ -3795,7 +3786,7 @@ int ActorCoughItem(DSWActor* actor)
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// match
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SP_TAG2(actorNew) = -1;
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// kill
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RESET_BOOL1(np);
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RESET_BOOL1(actorNew);
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SpawnItemsMatch(-1);
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break;
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@ -3806,7 +3797,6 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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@ -3815,9 +3805,9 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.ang = sp->ang;
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// vel
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SP_TAG7(np) = 10;
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SP_TAG7(actorNew) = 10;
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// zvel
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SP_TAG8(np) = 10;
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SP_TAG8(actorNew) = 10;
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if (u->ID == PACHINKO1)
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{
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@ -3851,7 +3841,7 @@ int ActorCoughItem(DSWActor* actor)
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// match
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SP_TAG2(actorNew) = -1;
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// kill
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RESET_BOOL1(np);
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RESET_BOOL1(actorNew);
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SpawnItemsMatch(-1);
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break;
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}
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@ -4909,7 +4899,6 @@ int KillGet(DSWActor* actor)
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SPRITEp sp = &actor->s();
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USERp nu;
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SPRITEp np;
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switch (gNet.MultiGameType)
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{
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@ -4936,7 +4925,6 @@ int KillGet(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, sp->sector(),
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sp->pos.X, sp->pos.Y, sp->pos.Z, 0, 0);
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np = &actorNew->s();
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nu = actorNew->u();
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actorNew->spr.shade = -20;
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@ -4953,7 +4941,6 @@ int KillGetAmmo(DSWActor* actor)
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SPRITEp sp = &actor->s();
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USERp nu;
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SPRITEp np;
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switch (gNet.MultiGameType)
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{
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@ -4988,7 +4975,6 @@ int KillGetAmmo(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, sp->sector(),
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sp->pos.X, sp->pos.Y, sp->pos.Z, 0, 0);
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np = &actorNew->s();
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nu = actorNew->u();
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actorNew->spr.shade = -20;
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@ -5005,7 +4991,6 @@ int KillGetWeapon(DSWActor* actor)
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SPRITEp sp = &actor->s();
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USERp nu;
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SPRITEp np;
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switch (gNet.MultiGameType)
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{
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@ -5048,7 +5033,6 @@ int KillGetWeapon(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, sp->sector(),
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sp->pos.X, sp->pos.Y, sp->pos.Z, 0, 0);
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np = &actorNew->s();
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nu = actorNew->u();
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actorNew->spr.shade = -20;
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@ -5154,9 +5138,7 @@ int DoGet(DSWActor* actor)
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// For flag stuff
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USERp nu;
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SPRITEp np;
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// Invisiblility is only used for DeathMatch type games
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// Sprites stays invisible for a period of time and is un-gettable
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// then "Re-Spawns" by becomming visible. Its never actually killed.
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@ -5998,7 +5980,6 @@ KeyMain:
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actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlag, sp->sector(),
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sp->pos.X, sp->pos.Y, sp->pos.Z, 0, 0);
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np = &actorNew->s();
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nu = actorNew->u();
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actorNew->spr.shade = -20;
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@ -311,12 +311,10 @@ void TrackAddPoint(TRACKp t, TRACK_POINTp tp, DSWActor* actor)
|
|||
|
||||
DSWActor* TrackClonePoint(DSWActor* actor)
|
||||
{
|
||||
SPRITEp sp = &actor->s(), np;
|
||||
SPRITEp sp = &actor->s();
|
||||
|
||||
auto actorNew = insertActor(sp->sector(), sp->statnum);
|
||||
|
||||
np = &actorNew->s();
|
||||
|
||||
actorNew->spr.cstat = 0;
|
||||
actorNew->spr.extra = 0;
|
||||
actorNew->spr.pos.X = sp->pos.X;
|
||||
|
|
|
@ -3949,7 +3949,6 @@ int DoShrapDamage(DSWActor* actor)
|
|||
int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, int hit_y, int hit_z)
|
||||
{
|
||||
auto u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
int i;
|
||||
|
||||
|
@ -4119,7 +4118,6 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
|
|||
{
|
||||
auto actorNew = SpawnActor(STAT_SKIP4, p->id, p->state, actor->spr.sector(),
|
||||
hit_x, hit_y, hit_z, hit_ang, 0);
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
switch (nu->ID)
|
||||
|
@ -8100,13 +8098,11 @@ int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num)
|
|||
|
||||
int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor)
|
||||
{
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, PLASMA_FOUNTAIN, s_PlasmaFountain, sActor->spr.sector(),
|
||||
sActor->spr.pos.X, sActor->spr.pos.Y, ActorZOfBottom(sActor), sActor->spr.ang, 0);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
actorNew->spr.shade = -40;
|
||||
|
@ -8595,13 +8591,11 @@ int DoGrenade(DSWActor* actor)
|
|||
// if you haven't bounced or your going slow do some puffs
|
||||
if (!TEST(u->Flags, SPR_BOUNCE|SPR_UNDERWATER))
|
||||
{
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
|
@ -9370,7 +9364,6 @@ int DoTracerStart(DSWActor* actor)
|
|||
int DoLaser(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
short spawn_count = 0;
|
||||
|
||||
|
@ -9397,7 +9390,6 @@ int DoLaser(DSWActor* actor)
|
|||
{
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_LaserPuff, actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
actorNew->spr.shade = -40;
|
||||
|
@ -9439,7 +9431,6 @@ int DoLaserStart(DSWActor* actor)
|
|||
int DoRail(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
short spawn_count = 0;
|
||||
|
||||
|
@ -9493,7 +9484,6 @@ int DoRail(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, &s_RailPuff[0][0], actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 20);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
actorNew->spr.xvel += (RandomRange(140)-RandomRange(140));
|
||||
|
@ -9595,14 +9585,11 @@ int DoRocket(DSWActor* actor)
|
|||
|
||||
if (!u->Counter)
|
||||
{
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
|
||||
pos.X, pos.Y, pos.Z, actor->spr.ang, 100);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
|
@ -9701,13 +9688,11 @@ int DoMicro(DSWActor* actor)
|
|||
|
||||
if (!u->Counter)
|
||||
{
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
SetOwner(GetOwner(actor), actorNew);
|
||||
|
@ -10061,7 +10046,6 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
|
|||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
|
||||
auto np = &actorNew->s();
|
||||
auto nu = actorNew->u();
|
||||
|
||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||
|
@ -10077,11 +10061,11 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
|
|||
if (TEST(ep->extra, SPRX_BURNABLE))
|
||||
{
|
||||
int sizez = GetSpriteSizeZ(ep) + (GetSpriteSizeZ(ep) >> 2);
|
||||
nu->Counter = GetRepeatFromHeight(np, sizez);
|
||||
nu->Counter = GetRepeatFromHeight(actorNew, sizez);
|
||||
}
|
||||
else
|
||||
{
|
||||
nu->Counter = GetRepeatFromHeight(np, GetSpriteSizeZ(ep)>>1);
|
||||
nu->Counter = GetRepeatFromHeight(actorNew, GetSpriteSizeZ(ep)>>1);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -10124,11 +10108,9 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
|
|||
int SpawnBreakFlames(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||
|
@ -10161,12 +10143,10 @@ int SpawnBreakFlames(DSWActor* actor)
|
|||
void SpawnBreakStaticFlames(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_STATIC_FIRE, FIREBALL_FLAMES, nullptr, actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
if (RandomRange(1000) > 500)
|
||||
|
@ -11417,7 +11397,6 @@ int DoMirvMissile(DSWActor* actor)
|
|||
int DoMirv(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
u->coll = move_missile(actor, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||
|
@ -11445,7 +11424,6 @@ int DoMirv(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, NORM_ANGLE(actor->spr.ang + angs[i]), 800);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->RotNum = 5;
|
||||
|
@ -11964,7 +11942,6 @@ void InitVulcanBoulder(DSWActor* actor)
|
|||
int InitSerpRing(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
short ang, ang_diff, ang_start, missiles;
|
||||
short max_missiles;
|
||||
|
@ -11988,7 +11965,6 @@ int InitSerpRing(DSWActor* actor)
|
|||
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
|
||||
{
|
||||
auto actorNew = SpawnActor(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, ang, 0);
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
actorNew->spr.xvel = 500;
|
||||
|
@ -12767,7 +12743,6 @@ int InitSumoNapalm(DSWActor* actor)
|
|||
|
||||
int InitSumoSkull(DSWActor* actor)
|
||||
{
|
||||
SPRITEp np;
|
||||
USERp u = actor->u(), nu;
|
||||
|
||||
extern STATE s_SkullExplode[];
|
||||
|
@ -12780,7 +12755,6 @@ int InitSumoSkull(DSWActor* actor)
|
|||
|
||||
auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
actorNew->spr.xvel = 500;
|
||||
|
@ -14744,7 +14718,6 @@ int InitSerpSpell(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 1500);
|
||||
|
||||
auto np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
actorNew->spr.pos.Z = ActorZOfTop(actor);
|
||||
|
@ -14829,7 +14802,6 @@ int SpawnDemonFist(DSWActor* actor)
|
|||
int InitSerpMonstSpell(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
int dist;
|
||||
short i;
|
||||
|
@ -14853,7 +14825,6 @@ int InitSerpMonstSpell(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 500);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->spal = actorNew->spr.pal = 25; // Bright Red
|
||||
|
@ -18121,7 +18092,6 @@ int DoWaterSmoke(DSWActor* actor)
|
|||
int SpawnVehicleSmoke(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
if (MoveSkip2 != 0)
|
||||
|
@ -18130,7 +18100,6 @@ int SpawnVehicleSmoke(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_VehicleSmoke, actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->WaitTics = 1*120;
|
||||
|
@ -18157,13 +18126,11 @@ int SpawnVehicleSmoke(DSWActor* actor)
|
|||
int SpawnSmokePuff(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp np;
|
||||
USERp nu;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_WaterSmoke, actor->spr.sector(),
|
||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
|
||||
|
||||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->WaitTics = 1*120;
|
||||
|
|
Loading…
Reference in a new issue