diff --git a/source/games/sw/src/cache.cpp b/source/games/sw/src/cache.cpp index cb92b5734..fa3a058d2 100644 --- a/source/games/sw/src/cache.cpp +++ b/source/games/sw/src/cache.cpp @@ -74,7 +74,6 @@ void precacheMap(void) int j; SECTORp sectp; WALLp wp; - SPRITEp sp; for(auto& sec: sector) { diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 796f854bb..fd6810790 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -145,7 +145,6 @@ ANIMATOR GenerateDrips; ///////////////////////////////////////////////////// void JS_SpriteSetup(void) { - SPRITEp sp; USERp u; SWStatIterator it(STAT_DEFAULT); @@ -304,7 +303,6 @@ void JS_InitMirrors(void) do if (wal.lotag == TAG_WALL_MAGIC_MIRROR) { int ii; - SPRITEp sp; Found_Cam = false; diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index 53071b624..a1af2bb57 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2347,7 +2347,6 @@ extern ACTOR_ACTION_SET PlayerNinjaActionSet; void InitPlayerSprite(PLAYERp pp) { - SPRITE *sp; USERp u; int pnum = int(pp - Player); extern bool NewGame; @@ -2423,7 +2422,6 @@ void SpawnPlayerUnderSprite(PLAYERp pp) DSWActor* plActor = pp->actor; USERp pu = plActor->u(), u; - SPRITEp sp; int pnum = int(pp - Player); pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum, diff --git a/source/games/sw/src/rooms.cpp b/source/games/sw/src/rooms.cpp index 44e297237..471728f6e 100644 --- a/source/games/sw/src/rooms.cpp +++ b/source/games/sw/src/rooms.cpp @@ -65,8 +65,6 @@ DSWActor* insertActor(sectortype* sect, int statnum) bool FAF_Sector(sectortype* sect) { - SPRITEp sp; - SWSectIterator it(sect); while (auto actor = it.Next()) { @@ -303,8 +301,6 @@ bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, int GetZadjustment(sectortype* sect, short hitag) { - SPRITEp sp; - if (sect == nullptr || !TEST(sect->extra, SECTFX_Z_ADJUST)) return 0; @@ -565,8 +561,6 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, sectortype* const sect, void SetupMirrorTiles(void) { - SPRITEp sp; - SWStatIterator it(STAT_FAF); while (auto actor = it.Next()) { @@ -595,7 +589,6 @@ void GetUpperLowerSector(short match, int x, int y, sectortype** upper, sectorty int i; sectortype* sectorlist[16]; int sln = 0; - SPRITEp sp; for(auto& sect: sector) { @@ -839,7 +832,6 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect) short FindViewSectorInScene(sectortype* cursect, short level) { - SPRITEp sp; short match; SWStatIterator it(STAT_FAF); diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index ce9284508..2e46cc788 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -41,7 +41,6 @@ bool TestSpikeMatchActive(short match); void ReverseSpike(DSWActor* actor) { USERp u = actor->u(); - SPRITEp sp = &actor->s(); // if paused go ahead and start it up again if (u->Tics) @@ -72,14 +71,11 @@ void ReverseSpike(DSWActor* actor) bool SpikeSwitch(short match, short setting) { - SPRITEp sp; bool found = false; SWStatIterator it(STAT_DEFAULT); while (auto actor = it.Next()) { - sp = &actor->s(); - if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match) { found = true; @@ -93,7 +89,6 @@ bool SpikeSwitch(short match, short setting) void SetSpikeActive(DSWActor* actor) { USERp u = actor->u(); - SPRITEp sp = &actor->s(); SECTORp sectp = actor->spr.sector(); if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) @@ -243,7 +238,6 @@ int DoSpikeMove(DSWActor* actor, int *lptr) void SpikeAlign(DSWActor* actor) { USERp u = actor->u(); - SPRITEp sp = &actor->s(); // either work on single sector or all tagged in SOBJ if ((int8_t)SP_TAG7(actor) < 0) @@ -264,14 +258,11 @@ void SpikeAlign(DSWActor* actor) void MoveSpritesWithSpike(sectortype* sect) { - SPRITEp sp; int cz,fz; SWSectIterator it(sect); while (auto actor = it.Next()) { - sp = &actor->s(); - if (actor->hasU()) continue; @@ -286,7 +277,6 @@ void MoveSpritesWithSpike(sectortype* sect) int DoSpike(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int *lptr; // zclip = floor or ceiling z @@ -401,7 +391,6 @@ int DoSpike(DSWActor* actor) int DoSpikeAuto(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int *lptr; lptr = &u->zclip; diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index 764528af8..7b26064f4 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -768,7 +768,6 @@ int DoSumoDeathMelt(DSWActor* actor) void BossHealthMeter(void) { - SPRITEp sp; USERp u; PLAYERp pp = Player + myconnectindex; short color=0,metertics,meterunit;