- cleanup only.

This commit is contained in:
Christoph Oelckers 2021-10-29 22:42:09 +02:00
parent 9e438b4042
commit 9375a64ccc

View file

@ -630,8 +630,7 @@ int DoActorBeginSlide(DSWActor* actor, short ang, short vel, short dec)
// !AIC - Sliding can occur in different directions from movement of the actor.
// Has its own set of variables
int
DoActorSlide(DSWActor* actor)
int DoActorSlide(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
@ -658,8 +657,7 @@ DoActorSlide(DSWActor* actor)
// !AIC - Actor jumping and falling
int
DoActorBeginJump(DSWActor* actor)
int DoActorBeginJump(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
@ -689,12 +687,11 @@ DoActorBeginJump(DSWActor* actor)
return 0;
}
int
DoActorJump(DSWActor* actor)
int DoActorJump(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp sp = &actor->s();
int jump_adj;
@ -736,8 +733,7 @@ DoActorJump(DSWActor* actor)
}
int
DoActorBeginFall(DSWActor* actor)
int DoActorBeginFall(DSWActor* actor)
{
USER* u = actor->u();
SET(u->Flags, SPR_FALLING);
@ -767,11 +763,10 @@ DoActorBeginFall(DSWActor* actor)
}
int
DoActorFall(DSWActor* actor)
int DoActorFall(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = u->s();
SPRITEp sp = &actor->s();
// adjust jump speed by gravity
u->jump_speed += u->jump_grav * ACTORMOVETICS;
@ -788,12 +783,11 @@ DoActorFall(DSWActor* actor)
return 0;
}
int
DoActorStopFall(DSWActor* actor)
int DoActorStopFall(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp sp = &actor->s();
sp->z = u->loz;
@ -840,13 +834,12 @@ DoActorStopFall(DSWActor* actor)
return 0;
}
int
DoActorDeathMove(DSWActor* actor)
int DoActorDeathMove(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp sp = &actor->s();
int nx, ny;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
@ -871,8 +864,7 @@ DoActorDeathMove(DSWActor* actor)
// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
int
DoBeginJump(short SpriteNum)
int DoBeginJump(short SpriteNum)
{
USERp u = User[SpriteNum].Data();