mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-21 19:21:44 +00:00
- deleted u variables in jweapon.cpp
This commit is contained in:
parent
08244a70f3
commit
78fa76678d
1 changed files with 1 additions and 41 deletions
|
@ -258,10 +258,6 @@ STATE s_BloodSprayDrip[] =
|
||||||
|
|
||||||
int DoWallBloodDrip(DSWActor* actor)
|
int DoWallBloodDrip(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
//actor->spr.z += (300+RandomRange(2300)) >> 1;
|
|
||||||
|
|
||||||
// sy & sz are the ceiling and floor of the sector you are sliding down
|
// sy & sz are the ceiling and floor of the sector you are sliding down
|
||||||
if (actor->user.sz != actor->user.sy)
|
if (actor->user.sz != actor->user.sy)
|
||||||
{
|
{
|
||||||
|
@ -296,8 +292,6 @@ int DoWallBloodDrip(DSWActor* actor)
|
||||||
|
|
||||||
void SpawnMidSplash(DSWActor* actor)
|
void SpawnMidSplash(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
|
|
||||||
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->spr.sector(),
|
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->spr.sector(),
|
||||||
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
|
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
|
||||||
|
|
||||||
|
@ -321,8 +315,6 @@ void SpawnMidSplash(DSWActor* actor)
|
||||||
|
|
||||||
void SpawnFloorSplash(DSWActor* actor)
|
void SpawnFloorSplash(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
|
|
||||||
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->spr.sector(),
|
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->spr.sector(),
|
||||||
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
|
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
|
||||||
|
|
||||||
|
@ -347,7 +339,6 @@ void SpawnFloorSplash(DSWActor* actor)
|
||||||
|
|
||||||
int DoBloodSpray(DSWActor* actor)
|
int DoBloodSpray(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
int cz,fz;
|
int cz,fz;
|
||||||
|
|
||||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||||
|
@ -557,8 +548,6 @@ int DoBloodSpray(DSWActor* actor)
|
||||||
|
|
||||||
int DoPhosphorus(DSWActor* actor)
|
int DoPhosphorus(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||||
{
|
{
|
||||||
ScaleSpriteVector(actor, 50000);
|
ScaleSpriteVector(actor, 50000);
|
||||||
|
@ -763,8 +752,6 @@ int DoPhosphorus(DSWActor* actor)
|
||||||
|
|
||||||
int DoChemBomb(DSWActor* actor)
|
int DoChemBomb(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||||
{
|
{
|
||||||
ScaleSpriteVector(actor, 50000);
|
ScaleSpriteVector(actor, 50000);
|
||||||
|
@ -984,8 +971,6 @@ int DoChemBomb(DSWActor* actor)
|
||||||
|
|
||||||
int DoCaltropsStick(DSWActor* actor)
|
int DoCaltropsStick(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
actor->user.Counter = !actor->user.Counter;
|
actor->user.Counter = !actor->user.Counter;
|
||||||
|
|
||||||
if (actor->user.Counter)
|
if (actor->user.Counter)
|
||||||
|
@ -996,8 +981,6 @@ int DoCaltropsStick(DSWActor* actor)
|
||||||
|
|
||||||
int DoCaltrops(DSWActor* actor)
|
int DoCaltrops(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||||
{
|
{
|
||||||
ScaleSpriteVector(actor, 50000);
|
ScaleSpriteVector(actor, 50000);
|
||||||
|
@ -1164,8 +1147,6 @@ int DoCaltrops(DSWActor* actor)
|
||||||
|
|
||||||
int SpawnRadiationCloud(DSWActor* actor)
|
int SpawnRadiationCloud(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
|
|
||||||
if (!MoveSkip4)
|
if (!MoveSkip4)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
@ -1235,8 +1216,6 @@ int SpawnRadiationCloud(DSWActor* actor)
|
||||||
|
|
||||||
int DoRadiationCloud(DSWActor* actor)
|
int DoRadiationCloud(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
actor->spr.pos.Z -= actor->spr.zvel;
|
actor->spr.pos.Z -= actor->spr.zvel;
|
||||||
|
|
||||||
actor->spr.pos.X += actor->user.xchange;
|
actor->spr.pos.X += actor->user.xchange;
|
||||||
|
@ -1327,7 +1306,6 @@ int PlayerInitChemBomb(PLAYERp pp)
|
||||||
|
|
||||||
int InitSpriteChemBomb(DSWActor* actor)
|
int InitSpriteChemBomb(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
int nx, ny, nz;
|
int nx, ny, nz;
|
||||||
|
|
||||||
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
|
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
|
||||||
|
@ -1372,12 +1350,8 @@ int InitSpriteChemBomb(DSWActor* actor)
|
||||||
|
|
||||||
int InitChemBomb(DSWActor* actor)
|
int InitChemBomb(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
int nx, ny, nz;
|
int nx, ny, nz;
|
||||||
|
|
||||||
// Need to make it take away from inventory weapon list
|
|
||||||
// PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
|
|
||||||
|
|
||||||
nx = actor->spr.pos.X;
|
nx = actor->spr.pos.X;
|
||||||
ny = actor->spr.pos.Y;
|
ny = actor->spr.pos.Y;
|
||||||
nz = actor->spr.pos.Z;
|
nz = actor->spr.pos.Z;
|
||||||
|
@ -1561,7 +1535,6 @@ int InitFlashBomb(DSWActor* actor)
|
||||||
void SpawnFlashBombOnActor(DSWActor* actor)
|
void SpawnFlashBombOnActor(DSWActor* actor)
|
||||||
{
|
{
|
||||||
if (!actor->hasU()) return;
|
if (!actor->hasU()) return;
|
||||||
USERp u = actor->u();
|
|
||||||
|
|
||||||
// Forget about burnable sprites
|
// Forget about burnable sprites
|
||||||
if (TEST(actor->spr.extra, SPRX_BURNABLE))
|
if (TEST(actor->spr.extra, SPRX_BURNABLE))
|
||||||
|
@ -1703,7 +1676,6 @@ int PlayerInitCaltrops(PLAYERp pp)
|
||||||
|
|
||||||
int InitCaltrops(DSWActor* actor)
|
int InitCaltrops(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
int nx, ny, nz;
|
int nx, ny, nz;
|
||||||
|
|
||||||
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
|
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
|
||||||
|
@ -1745,7 +1717,6 @@ int InitCaltrops(DSWActor* actor)
|
||||||
|
|
||||||
int InitPhosphorus(DSWActor* actor)
|
int InitPhosphorus(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
int nx, ny, nz;
|
int nx, ny, nz;
|
||||||
short daang;
|
short daang;
|
||||||
|
|
||||||
|
@ -1794,7 +1765,6 @@ int InitPhosphorus(DSWActor* actor)
|
||||||
|
|
||||||
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
|
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
int nx, ny, nz;
|
int nx, ny, nz;
|
||||||
short i, cnt, ang, vel, rnd;
|
short i, cnt, ang, vel, rnd;
|
||||||
|
|
||||||
|
@ -1943,8 +1913,6 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
|
||||||
|
|
||||||
int DoCarryFlag(DSWActor* actor)
|
int DoCarryFlag(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
const int FLAG_DETONATE_STATE = 99;
|
const int FLAG_DETONATE_STATE = 99;
|
||||||
DSWActor* fown = actor->user.flagOwnerActor;
|
DSWActor* fown = actor->user.flagOwnerActor;
|
||||||
if (!fown) return 0;
|
if (!fown) return 0;
|
||||||
|
@ -2092,8 +2060,6 @@ int DoCarryFlag(DSWActor* actor)
|
||||||
|
|
||||||
int DoCarryFlagNoDet(DSWActor* actor)
|
int DoCarryFlagNoDet(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
DSWActor* attached = actor->user.attachActor;
|
DSWActor* attached = actor->user.attachActor;
|
||||||
DSWActor* fown = actor->user.flagOwnerActor;
|
DSWActor* fown = actor->user.flagOwnerActor;
|
||||||
if (!fown) return 0;
|
if (!fown) return 0;
|
||||||
|
@ -2152,13 +2118,10 @@ int DoCarryFlagNoDet(DSWActor* actor)
|
||||||
|
|
||||||
int SetCarryFlag(DSWActor* actor)
|
int SetCarryFlag(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
|
|
||||||
// stuck
|
// stuck
|
||||||
SET(actor->user.Flags, SPR_BOUNCE);
|
SET(actor->user.Flags, SPR_BOUNCE);
|
||||||
// not yet active for 1 sec
|
// not yet active for 1 sec
|
||||||
// RESET(actor->user.Flags, SPR_ACTIVE);
|
|
||||||
// actor->user.WaitTics = SEC(3);
|
|
||||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||||
actor->user.Counter = 0;
|
actor->user.Counter = 0;
|
||||||
change_actor_stat(actor, STAT_ITEM);
|
change_actor_stat(actor, STAT_ITEM);
|
||||||
|
@ -2172,8 +2135,6 @@ int SetCarryFlag(DSWActor* actor)
|
||||||
|
|
||||||
int DoFlag(DSWActor* actor)
|
int DoFlag(DSWActor* actor)
|
||||||
{
|
{
|
||||||
USER* u = actor->u();
|
|
||||||
|
|
||||||
auto hitActor = DoFlagRangeTest(actor, 1000);
|
auto hitActor = DoFlagRangeTest(actor, 1000);
|
||||||
|
|
||||||
if (hitActor)
|
if (hitActor)
|
||||||
|
@ -2196,7 +2157,6 @@ int DoFlag(DSWActor* actor)
|
||||||
|
|
||||||
int SpawnShell(DSWActor* actor, int ShellNum)
|
int SpawnShell(DSWActor* actor, int ShellNum)
|
||||||
{
|
{
|
||||||
USERp u = actor->u();
|
|
||||||
int nx, ny, nz;
|
int nx, ny, nz;
|
||||||
short id=0,velocity=0;
|
short id=0,velocity=0;
|
||||||
STATEp p=nullptr;
|
STATEp p=nullptr;
|
||||||
|
|
Loading…
Reference in a new issue