- deleted u variables in player.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 23:10:08 +01:00
parent 3e21dd40a7
commit 936febd505
2 changed files with 5 additions and 38 deletions

View file

@ -145,8 +145,6 @@ ANIMATOR GenerateDrips;
/////////////////////////////////////////////////////
void JS_SpriteSetup(void)
{
USERp u;
SWStatIterator it(STAT_DEFAULT);
while (auto itActor = it.Next())
{
@ -185,13 +183,12 @@ void JS_SpriteSetup(void)
}
else if (tag == TAG_DRIPGEN)
{
u = SpawnUser(itActor, 0, nullptr);
SpawnUser(itActor, 0, nullptr);
ASSERT(u != nullptr);
u->RotNum = 0;
u->WaitTics = itActor->spr.lotag * 120;
itActor->user.RotNum = 0;
itActor->user.WaitTics = itActor->spr.lotag * 120;
u->ActorActionFunc = GenerateDrips;
itActor->user.ActorActionFunc = GenerateDrips;
change_actor_stat(itActor, STAT_NO_STATE);
SET(itActor->spr.cstat, CSTAT_SPRITE_INVISIBLE);

View file

@ -2776,7 +2776,6 @@ void DoPlayerMoveTurret(PLAYERp pp)
void DoPlayerBeginJump(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
SET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_FALLING);
@ -2807,7 +2806,6 @@ void DoPlayerBeginJump(PLAYERp pp)
void DoPlayerBeginForceJump(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
SET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
@ -2953,7 +2951,6 @@ void DoPlayerForceJump(PLAYERp pp)
void DoPlayerBeginFall(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
SET(pp->Flags, PF_FALLING);
RESET(pp->Flags, PF_JUMPING);
@ -3095,7 +3092,6 @@ void DoPlayerFall(PLAYERp pp)
else if (pp->jump_speed >= 4000)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
plActor->user.Health = 0;
}
@ -3164,7 +3160,6 @@ void DoPlayerBeginClimb(PLAYERp pp)
void DoPlayerClimb(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
int climb_amt;
int i;
int climbvel;
@ -3436,7 +3431,6 @@ bool PlayerFlyKey(void)
void DoPlayerBeginCrawl(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
RESET(pp->Flags, PF_FALLING | PF_JUMPING);
SET(pp->Flags, PF_CRAWLING);
@ -3478,7 +3472,6 @@ const int PLAYER_STANDING_ROOM = Z(68);
void DoPlayerCrawl(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
if (SectorIsUnderwaterArea(pp->cursector))
{
@ -4025,7 +4018,7 @@ int GetOverlapSector2(int x, int y, sectortype** over, sectortype** under)
void DoPlayerWarpToUnderwater(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
auto sectu = pp->cursector;
DSWActor* under_act = nullptr, * over_act = nullptr;
bool Found = false;
@ -4096,7 +4089,6 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
void DoPlayerWarpToSurface(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
auto sectu = pp->cursector;
DSWActor* under_act = nullptr, * over_act = nullptr;
@ -4191,7 +4183,6 @@ void DoPlayerDivePalette(PLAYERp pp)
void DoPlayerBeginDive(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
if (Prediction)
return;
@ -4239,7 +4230,6 @@ void DoPlayerBeginDive(PLAYERp pp)
void DoPlayerBeginDiveNoWarp(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
if (Prediction)
return;
@ -4383,7 +4373,6 @@ void DoPlayerDiveMeter(PLAYERp pp)
void DoPlayerDive(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
auto sectu = pp->cursector;
// whenever your view is not in a water area
@ -4562,7 +4551,6 @@ void DoPlayerDive(PLAYERp pp)
int DoPlayerTestPlaxDeath(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
// landed on a paralax floor
if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, CSTAT_SECTOR_SKY))
@ -4593,7 +4581,6 @@ void DoPlayerCurrent(PLAYERp pp)
if (!TEST(pp->Flags, PF_DEAD))
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
PlayerCheckDeath(pp, nullptr);
@ -4613,7 +4600,6 @@ void DoPlayerCurrent(PLAYERp pp)
if (!TEST(pp->Flags, PF_DEAD))
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
PlayerCheckDeath(pp, nullptr);
@ -4628,7 +4614,6 @@ void DoPlayerCurrent(PLAYERp pp)
void DoPlayerFireOutWater(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
if (Prediction)
return;
@ -4645,7 +4630,6 @@ void DoPlayerFireOutWater(PLAYERp pp)
void DoPlayerFireOutDeath(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
if (Prediction)
return;
@ -4660,7 +4644,6 @@ void DoPlayerFireOutDeath(PLAYERp pp)
void DoPlayerBeginWade(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
// landed on a paralax floor?
if (DoPlayerTestPlaxDeath(pp))
@ -4693,7 +4676,6 @@ void DoPlayerBeginWade(PLAYERp pp)
void DoPlayerWade(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
DoPlayerFireOutWater(pp);
@ -4833,7 +4815,6 @@ void DoPlayerWade(PLAYERp pp)
void DoPlayerBeginOperateVehicle(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
@ -4853,7 +4834,6 @@ void DoPlayerBeginOperateVehicle(PLAYERp pp)
void DoPlayerBeginOperateTurret(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
@ -5461,7 +5441,6 @@ void DoPlayerBeginDie(PLAYERp pp)
int choosesnd = 0;
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
{
@ -5700,7 +5679,6 @@ int DoPlayerDeathTilt(PLAYERp pp, short target, short speed)
void DoPlayerDeathZrange(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
// make sure we don't land on a regular sprite
DoFindGround(pp->Actor());
@ -5773,7 +5751,6 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
void DoPlayerDeathCheckKeys(PLAYERp pp)
{
auto plActor = pp->Actor();
USERp u = plActor->u();
if (pp->input.actions & SB_OPEN)
{
@ -5869,7 +5846,6 @@ void DoPlayerHeadDebris(PLAYERp pp)
void DoPlayerDeathCheckKick(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
SPRITEp hp;
unsigned stat;
int dist;
@ -5925,7 +5901,6 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
void DoPlayerDeathMoveHead(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
int dax,day;
dax = MOVEx(plActor->user.slide_vel, plActor->user.slide_ang);
@ -6064,7 +6039,6 @@ void DoPlayerDeathDrown(PLAYERp pp)
void DoPlayerDeathBounce(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
if (Prediction)
return;
@ -6094,7 +6068,6 @@ void DoPlayerDeathBounce(PLAYERp pp)
void DoPlayerDeathCrumble(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
if (Prediction)
return;
@ -6147,7 +6120,6 @@ void DoPlayerDeathCrumble(PLAYERp pp)
void DoPlayerDeathExplode(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
if (Prediction)
return;
@ -6201,7 +6173,6 @@ void DoPlayerDeathExplode(PLAYERp pp)
void DoPlayerBeginRun(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
// Crawl if in small aread automatically
if (DoPlayerTestCrawl(pp))
@ -6236,7 +6207,6 @@ void DoPlayerBeginRun(PLAYERp pp)
void DoPlayerRun(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
if (SectorIsUnderwaterArea(pp->cursector))
{