diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 696d0bbc4..903fce10f 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -603,15 +603,13 @@ void SetAttach(DSWActor* ownr, DSWActor* child) { if (child && child->hasU() && ownr->hasU()) { - USERp cu = child->u(); SET(ownr->user.Flags2, SPR2_CHILDREN); - cu->attachActor = ownr; + child->user.attachActor = ownr; } } void KillActor(DSWActor* actor) { - USERp u = actor->u(); int i; unsigned stat; //extern short Zombies; @@ -626,7 +624,7 @@ void KillActor(DSWActor* actor) DeleteNoFollowSoundOwner(actor); ////////////////////////////////////////////// - if (u) + if (actor->hasU()) { PLAYERp pp; int pnum; @@ -711,10 +709,9 @@ void KillActor(DSWActor* actor) while (auto itActor = it.Next()) { if (!itActor->hasU()) continue; - mu = itActor->u(); - if (mu->WpnGoalActor == itActor) + if (itActor->user.WpnGoalActor == itActor) { - mu->WpnGoalActor = nullptr; + itActor->user.WpnGoalActor = nullptr; } } } @@ -722,7 +719,6 @@ void KillActor(DSWActor* actor) // much faster if (TEST(actor->user.Flags2, SPR2_CHILDREN)) - //if (TEST(actor->spr.extra, SPRX_CHILDREN)) { // check for children and alert them that the Owner is dead // don't bother th check if you've never had children @@ -774,7 +770,6 @@ void ChangeState(DSWActor* actor, STATEp statep) if (!actor->hasU()) return; - USERp u = actor->u(); actor->user.Tics = 0; actor->user.State = actor->user.StateStart = statep; // Just in case @@ -788,7 +783,6 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick) if (actor->hasU() && !quick) { - USERp u = actor->u(); RESET(actor->user.Flags, SPR_SKIP2|SPR_SKIP4); if (stat >= STAT_SKIP4_START && stat <= STAT_SKIP4_END) @@ -829,15 +823,12 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick) USERp SpawnUser(DSWActor* actor, short id, STATEp state) { - USERp u; - ASSERT(!Prediction); actor->clearUser(); // make sure to delete old, stale content first! actor->allocUser(); - u = actor->u(); - PRODUCTION_ASSERT(u != nullptr); + PRODUCTION_ASSERT(actor->hasU()); // be careful State can be nullptr actor->user.State = actor->user.StateStart = state; @@ -880,13 +871,11 @@ USERp SpawnUser(DSWActor* actor, short id, STATEp state) actor->user.lo_sectp = actor->spr.sector(); actor->user.hi_sectp = actor->spr.sector(); - return u; + return &actor->user; } DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, int y, int z, int init_ang, int vel) { - USERp u; - if (sect == nullptr) return nullptr; @@ -896,7 +885,7 @@ DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, in spawnedActor->spr.pos = { x, y, z }; - u = SpawnUser(spawnedActor, id, state); + SpawnUser(spawnedActor, id, state); // be careful State can be nullptr if (spawnedActor->user.State) @@ -1404,9 +1393,6 @@ bool ActorSpawn(DSWActor* actor) void IconDefault(DSWActor* actor) { - USERp u = actor->u(); - - //if (actor->spr.statnum == STAT_ITEM) change_actor_stat(actor, STAT_ITEM); RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -1435,8 +1421,6 @@ void PreMapCombineFloors(void) SWStatIterator it(0); while (auto actor = it.Next()) { - USERp u = actor->u(); - if (actor->spr.picnum != ST1) continue; @@ -1513,7 +1497,6 @@ void PreMapCombineFloors(void) void SpriteSetupPost(void) { - USERp u; int cz,fz; // Post processing of some sprites after gone through the main SpriteSetup() @@ -1538,7 +1521,7 @@ void SpriteSetupPost(void) if (labs(jActor->spr.pos.Z - fz) > Z(4)) continue; - u = SpawnUser(jActor, 0, nullptr); + SpawnUser(jActor, 0, nullptr); change_actor_stat(jActor, STAT_NO_STATE); jActor->user.ceiling_dist = Z(4); jActor->user.floor_dist = -Z(2); @@ -1582,8 +1565,6 @@ void SpriteSetup(void) SWStatIterator it(STAT_DEFAULT); while (auto actor = it.Next()) { - USERp u = actor->u(); - // not used yetv getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz); if (actor->spr.pos.Z > DIV2(cz + fz)) @@ -1998,9 +1979,9 @@ void SpriteSetup(void) { ANIMATOR DoGenerateSewerDebris; - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); - ASSERT(u != nullptr); + ASSERT(actor->hasU()); actor->user.RotNum = 0; actor->user.WaitTics = actor->spr.lotag * 120; @@ -2014,7 +1995,7 @@ void SpriteSetup(void) case SECT_VATOR: { short speed,vel,time,type,start_on,floor_vator; - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); // vator already set - ceiling AND floor vator if (TEST(sectp->extra, SECTFX_VATOR)) @@ -2123,7 +2104,7 @@ void SpriteSetup(void) { short time,type; short wallcount,startwall,endwall,w; - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, true, true); @@ -2177,7 +2158,7 @@ void SpriteSetup(void) { short time,type; - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, true, true); @@ -2229,7 +2210,7 @@ void SpriteSetup(void) short speed,vel,time,type,start_on,floor_vator; int floorz,ceilingz; Collision trash; - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, false, true); SET(actor->spr.sector()->extra, SECTFX_DYNAMIC_AREA); @@ -2337,7 +2318,7 @@ void SpriteSetup(void) } } - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); actor->user.WallShade.Resize(wallcount); wallcount = 0; wall_shade = actor->user.WallShade.Data(); @@ -2388,7 +2369,7 @@ void SpriteSetup(void) // !LIGHT // make an wall_shade array and put it in User - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); actor->user.WallShade.Resize(wallcount); wallcount = 0; wall_shade = actor->user.WallShade.Data(); @@ -2437,7 +2418,7 @@ void SpriteSetup(void) case LAVA_ERUPT: { - u = SpawnUser(actor, ST1, nullptr); + SpawnUser(actor, ST1, nullptr); change_actor_stat(actor, STAT_NO_STATE); actor->user.ActorActionFunc = DoLavaErupt; @@ -2586,7 +2567,7 @@ void SpriteSetup(void) case SPAWN_SPOT: if (!actor->hasU()) - u = SpawnUser(actor, ST1, nullptr); + SpawnUser(actor, ST1, nullptr); if (actor->spr.xrepeat == 64 && actor->spr.yrepeat == 64) // clear default xrepeat. actor->spr.xrepeat = actor->spr.yrepeat = 0; @@ -2699,7 +2680,7 @@ void SpriteSetup(void) case BOLT_TRAP: case SPEAR_TRAP: { - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); ClearOwner(actor); change_actor_stat(actor, STAT_TRAP); break; @@ -2834,9 +2815,8 @@ KeyMain: break; } - u = SpawnUser(actor, 0, nullptr); + SpawnUser(actor, 0, nullptr); - ASSERT(u != nullptr); actor->spr.picnum = actor->user.ID = actor->spr.picnum; actor->user.spal = actor->spr.pal; // Set the palette from build @@ -2875,7 +2855,7 @@ KeyMain: case FIRE_FLY0: /* - * u = SpawnUser(actor, FIRE_FLY0, nullptr); + * SpawnUser(actor, FIRE_FLY0, nullptr); * * actor->user.State = actor->user.StateStart = &s_FireFly[0]; actor->user.RotNum = 0; * @@ -2899,7 +2879,7 @@ KeyMain: break; } - u = SpawnUser(actor, ICON_REPAIR_KIT, s_RepairKit); + SpawnUser(actor, ICON_REPAIR_KIT, s_RepairKit); IconDefault(actor); break; @@ -2912,7 +2892,7 @@ KeyMain: break; } - u = SpawnUser(actor, ICON_STAR, s_IconStar); + SpawnUser(actor, ICON_STAR, s_IconStar); IconDefault(actor); break; @@ -2925,7 +2905,7 @@ KeyMain: break; } - u = SpawnUser(actor, ICON_LG_MINE, s_IconLgMine); + SpawnUser(actor, ICON_LG_MINE, s_IconLgMine); IconDefault(actor); break; @@ -2938,7 +2918,7 @@ KeyMain: break; } - u = SpawnUser(actor, ICON_MICRO_GUN, s_IconMicroGun); + SpawnUser(actor, ICON_MICRO_GUN, s_IconMicroGun); IconDefault(actor); break; @@ -2953,7 +2933,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_MICRO_BATTERY, s_IconMicroBattery); + SpawnUser(actor, ICON_MICRO_BATTERY, s_IconMicroBattery); IconDefault(actor); break; @@ -2966,7 +2946,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_UZI, s_IconUzi); + SpawnUser(actor, ICON_UZI, s_IconUzi); IconDefault(actor); break; @@ -2978,7 +2958,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_UZIFLOOR, s_IconUziFloor); + SpawnUser(actor, ICON_UZIFLOOR, s_IconUziFloor); IconDefault(actor); break; @@ -2990,7 +2970,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_LG_UZI_AMMO, s_IconLgUziAmmo); + SpawnUser(actor, ICON_LG_UZI_AMMO, s_IconLgUziAmmo); IconDefault(actor); break; @@ -3002,7 +2982,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher); + SpawnUser(actor, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher); IconDefault(actor); break; @@ -3015,7 +2995,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_LG_GRENADE, s_IconLgGrenade); + SpawnUser(actor, ICON_LG_GRENADE, s_IconLgGrenade); IconDefault(actor); break; @@ -3027,7 +3007,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_RAIL_GUN, s_IconRailGun); + SpawnUser(actor, ICON_RAIL_GUN, s_IconRailGun); IconDefault(actor); break; @@ -3039,7 +3019,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_RAIL_AMMO, s_IconRailAmmo); + SpawnUser(actor, ICON_RAIL_AMMO, s_IconRailAmmo); IconDefault(actor); break; @@ -3052,7 +3032,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_ROCKET, s_IconRocket); + SpawnUser(actor, ICON_ROCKET, s_IconRocket); IconDefault(actor); break; @@ -3064,7 +3044,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_LG_ROCKET, s_IconLgRocket); + SpawnUser(actor, ICON_LG_ROCKET, s_IconLgRocket); IconDefault(actor); break; @@ -3076,7 +3056,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_SHOTGUN, s_IconShotgun); + SpawnUser(actor, ICON_SHOTGUN, s_IconShotgun); actor->user.Radius = 350; // Shotgun is hard to pick up for some reason. @@ -3091,7 +3071,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_LG_SHOTSHELL, s_IconLgShotshell); + SpawnUser(actor, ICON_LG_SHOTSHELL, s_IconLgShotshell); IconDefault(actor); break; @@ -3103,7 +3083,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_AUTORIOT, s_IconAutoRiot); + SpawnUser(actor, ICON_AUTORIOT, s_IconAutoRiot); IconDefault(actor); break; @@ -3116,7 +3096,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_GUARD_HEAD, s_IconGuardHead); + SpawnUser(actor, ICON_GUARD_HEAD, s_IconGuardHead); IconDefault(actor); break; @@ -3128,7 +3108,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo); + SpawnUser(actor, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo); IconDefault(actor); break; @@ -3140,7 +3120,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_HEART, s_IconHeart); + SpawnUser(actor, ICON_HEART, s_IconHeart); IconDefault(actor); break; @@ -3152,7 +3132,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo); + SpawnUser(actor, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo); IconDefault(actor); break; @@ -3165,7 +3145,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_ELECTRO, s_IconElectro); + SpawnUser(actor, ICON_ELECTRO, s_IconElectro); IconDefault(actor); break; #endif @@ -3178,7 +3158,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_SPELL, s_IconSpell); + SpawnUser(actor, ICON_SPELL, s_IconSpell); IconDefault(actor); PicAnimOff(actor->spr.picnum); @@ -3192,7 +3172,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_ARMOR, s_IconArmor); + SpawnUser(actor, ICON_ARMOR, s_IconArmor); if (actor->spr.pal != PALETTE_PLAYER3) actor->spr.pal = actor->user.spal = PALETTE_PLAYER1; else @@ -3208,7 +3188,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_MEDKIT, s_IconMedkit); + SpawnUser(actor, ICON_MEDKIT, s_IconMedkit); IconDefault(actor); break; @@ -3220,7 +3200,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_SM_MEDKIT, s_IconSmMedkit); + SpawnUser(actor, ICON_SM_MEDKIT, s_IconSmMedkit); IconDefault(actor); break; @@ -3232,7 +3212,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_CHEMBOMB, s_IconChemBomb); + SpawnUser(actor, ICON_CHEMBOMB, s_IconChemBomb); IconDefault(actor); break; @@ -3244,7 +3224,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_FLASHBOMB, s_IconFlashBomb); + SpawnUser(actor, ICON_FLASHBOMB, s_IconFlashBomb); IconDefault(actor); break; @@ -3265,7 +3245,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_NUKE, s_IconNuke); + SpawnUser(actor, ICON_NUKE, s_IconNuke); IconDefault(actor); break; @@ -3278,7 +3258,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_CALTROPS, s_IconCaltrops); + SpawnUser(actor, ICON_CALTROPS, s_IconCaltrops); IconDefault(actor); break; @@ -3290,7 +3270,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_BOOSTER, s_IconBooster); + SpawnUser(actor, ICON_BOOSTER, s_IconBooster); IconDefault(actor); break; @@ -3302,7 +3282,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_HEAT_CARD, s_IconHeatCard); + SpawnUser(actor, ICON_HEAT_CARD, s_IconHeatCard); IconDefault(actor); break; @@ -3315,7 +3295,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_ENVIRON_SUIT, s_IconEnvironSuit); + SpawnUser(actor, ICON_ENVIRON_SUIT, s_IconEnvironSuit); IconDefault(actor); PicAnimOff(actor->spr.picnum); break; @@ -3329,7 +3309,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_CLOAK, s_IconCloak); + SpawnUser(actor, ICON_CLOAK, s_IconCloak); IconDefault(actor); PicAnimOff(actor->spr.picnum); break; @@ -3342,7 +3322,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_FLY, s_IconFly); + SpawnUser(actor, ICON_FLY, s_IconFly); IconDefault(actor); PicAnimOff(actor->spr.picnum); break; @@ -3355,7 +3335,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_NIGHT_VISION, s_IconNightVision); + SpawnUser(actor, ICON_NIGHT_VISION, s_IconNightVision); IconDefault(actor); PicAnimOff(actor->spr.picnum); break; @@ -3368,7 +3348,7 @@ NUKE_REPLACEMENT: break; } - u = SpawnUser(actor, ICON_FLAG, s_IconFlag); + SpawnUser(actor, ICON_FLAG, s_IconFlag); actor->user.spal = actor->spr.pal; actor->spr.sector()->hitag = 9000; // Put flag's color in sect containing it actor->spr.sector()->lotag = actor->user.spal; @@ -3388,7 +3368,7 @@ NUKE_REPLACEMENT: case 3143: case 3157: { - u = SpawnUser(actor, actor->spr.picnum, nullptr); + SpawnUser(actor, actor->spr.picnum, nullptr); change_actor_stat(actor, STAT_STATIC_FIRE); @@ -3409,7 +3389,7 @@ NUKE_REPLACEMENT: case BLADE3: case 5011: { - u = SpawnUser(actor, actor->spr.picnum, nullptr); + SpawnUser(actor, actor->spr.picnum, nullptr); change_actor_stat(actor, STAT_DEFAULT); @@ -3430,7 +3410,7 @@ NUKE_REPLACEMENT: //if (TEST(actor->spr.extra, SPRX_BREAKABLE)) // break; - u = SpawnUser(actor, actor->spr.picnum, nullptr); + SpawnUser(actor, actor->spr.picnum, nullptr); actor->spr.clipdist = ActorSizeX(actor); SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE); @@ -3513,8 +3493,6 @@ bool ItemSpotClear(DSWActor* actor, short statnum, short id) void SetupItemForJump(DSWActor* spawner, DSWActor* actor) { - USERp u = actor->u(); - // setup item for jumping if (SP_TAG7(spawner)) { @@ -3534,11 +3512,9 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor) int ActorCoughItem(DSWActor* actor) { - USERp u = actor->u(); short choose; DSWActor* actorNew = nullptr; - switch (actor->user.ID) { case SAILORGIRL_R0: @@ -4276,15 +4252,10 @@ int SpawnItemsMatch(short match) int NewStateGroup(DSWActor* actor, STATEp StateGroup[]) { - USERp u = actor->u(); - - //if (Prediction) - // return; - if (!StateGroup) return 0; - ASSERT(u); + ASSERT(actor->hasU()); // Kind of a goofy check, but it should catch alot of invalid states! // BTW, 6144 is the max tile number allowed in editart. @@ -4490,7 +4461,6 @@ void getzrangepoint(int x, int y, int z, sectortype* sect, void DoActorZrange(DSWActor* actor) { - USERp u = actor->u(), wu; SPRITEp wp; Collision ceilhit, florhit; @@ -4537,8 +4507,6 @@ void DoActorZrange(DSWActor* actor) int DoActorGlobZ(DSWActor* actor) { - USERp u = actor->u(); - actor->user.loz = globloz; actor->user.hiz = globhiz; @@ -4652,8 +4620,6 @@ bool DropAhead(DSWActor* actor, int min_height) int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) { - USER* u = actor->u(); - int x, y, z, loz, hiz; DSWActor* highActor; DSWActor* lowActor; @@ -4752,7 +4718,6 @@ int DoStayOnFloor(DSWActor* actor) int DoGrating(DSWActor* actor) { - USER* u = actor->u(); int dir; const int GRATE_FACTOR = 3; @@ -4791,8 +4756,6 @@ int DoGrating(DSWActor* actor) int DoKey(DSWActor* actor) { - USER* u = actor->u(); - actor->spr.ang = NORM_ANGLE(actor->spr.ang + (14 * ACTORMOVETICS)); DoGet(actor); @@ -4801,7 +4764,6 @@ int DoKey(DSWActor* actor) int DoCoin(DSWActor* actor) { - USER* u = actor->u(); int offset; actor->user.WaitTics -= ACTORMOVETICS * 2; @@ -4836,8 +4798,6 @@ int DoCoin(DSWActor* actor) int KillGet(DSWActor* actor) { - USERp u = actor->u(); - switch (gNet.MultiGameType) { case MULTI_GAME_NONE: @@ -4873,8 +4833,6 @@ int KillGet(DSWActor* actor) int KillGetAmmo(DSWActor* actor) { - USERp u = actor->u(); - switch (gNet.MultiGameType) { case MULTI_GAME_NONE: @@ -4918,8 +4876,6 @@ int KillGetAmmo(DSWActor* actor) int KillGetWeapon(DSWActor* actor) { - USERp u = actor->u(); - switch (gNet.MultiGameType) { case MULTI_GAME_NONE: @@ -4998,8 +4954,6 @@ void ChoosePlayerGetSound(PLAYERp pp) bool CanGetWeapon(PLAYERp pp, DSWActor* actor, int WPN) { - USERp u = actor->u(); - switch (gNet.MultiGameType) { case MULTI_GAME_NONE: @@ -5052,8 +5006,6 @@ enum }; int DoGet(DSWActor* actor) { - USER* u = actor->u(); - USERp pu; PLAYERp pp; short pnum, key_num; int dist, a,b,c; @@ -5929,7 +5881,6 @@ KeyMain: void ProcessActiveVars(DSWActor* actor) { - USERp u = actor->u(); const int TIME_TILL_INACTIVE = (4 * 120); if (!TEST(actor->user.Flags, SPR_ACTIVE)) @@ -5950,7 +5901,6 @@ void ProcessActiveVars(DSWActor* actor) void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist) { - USERp u = actor->u(); DSWActor* plActor = pp->actor; int look_height; @@ -6000,7 +5950,6 @@ void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist) int StateControl(DSWActor* actor) { - USERp u = actor->u(); short StateTics; if (!actor->user.State) @@ -6041,9 +5990,9 @@ int StateControl(DSWActor* actor) // Call it once and go to the next state (*actor->user.State->Animator)(actor); - ASSERT(u); //put this in to see if actor was getting killed with in his QUICK_CALL state + ASSERT(actor->hasU()); //put this in to see if actor was getting killed with in his QUICK_CALL state - if (!u) + if (!actor->hasU()) break; // if still on the same QUICK_CALL should you @@ -6052,7 +6001,7 @@ int StateControl(DSWActor* actor) actor->user.State = actor->user.State->NextState; } - if (!u) + if (!actor->hasU()) break; if (!actor->user.State->Pic) @@ -6061,7 +6010,7 @@ int StateControl(DSWActor* actor) } } - if (u) + if (actor->hasU()) { ASSERT(actor->user.State); // Set picnum to the correct pic @@ -6091,7 +6040,6 @@ int StateControl(DSWActor* actor) void SpriteControl(void) { int32_t stat; - USERp u; short pnum, CloseToPlayer; PLAYERp pp; int tx, ty, tmin, dist; @@ -6124,8 +6072,6 @@ void SpriteControl(void) { if (!actor->hasU()) continue; - u = actor->u(); - CloseToPlayer = false; ProcessActiveVars(actor); @@ -6176,8 +6122,7 @@ void SpriteControl(void) it.Reset(STAT_NO_STATE); while (auto actor = it.Next()) { - u = actor->u(); - if (u && actor->user.ActorActionFunc) + if (actor->hasU() && actor->user.ActorActionFunc) actor->user.ActorActionFunc(actor); } @@ -6204,9 +6149,7 @@ void SpriteControl(void) it.Reset(STAT_VATOR); while (auto actor = it.Next()) { - u = actor->u(); - - if (u == 0) + if (!actor->hasU()) continue; if (actor->user.Tics) { @@ -6225,8 +6168,6 @@ void SpriteControl(void) it.Reset(STAT_SPIKE); while (auto actor = it.Next()) { - u = actor->u(); - if (actor->user.Tics) { if ((actor->user.Tics -= synctics) <= 0) @@ -6244,8 +6185,6 @@ void SpriteControl(void) it.Reset(STAT_ROTATOR); while (auto actor = it.Next()) { - u = actor->u(); - if (actor->user.Tics) { if ((actor->user.Tics -= synctics) <= 0) @@ -6263,8 +6202,6 @@ void SpriteControl(void) it.Reset(STAT_SLIDOR); while (auto actor = it.Next()) { - u = actor->u(); - if (actor->user.Tics) { if ((actor->user.Tics -= synctics) <= 0) @@ -6303,7 +6240,6 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in Collision retval{}; int zh; short tempshort; - USERp u = actor->u(); ASSERT(actor->hasU()); @@ -6412,7 +6348,6 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in void MissileWarpUpdatePos(DSWActor* actor, sectortype* sect) { - USERp u = actor->u(); actor->spr.backuppos(); actor->user.oz = actor->spr.opos.Z; ChangeActorSect(actor, sect); @@ -6421,7 +6356,6 @@ void MissileWarpUpdatePos(DSWActor* actor, sectortype* sect) void ActorWarpUpdatePos(DSWActor* actor, sectortype* sect) { - USERp u = actor->u(); actor->spr.backuppos(); actor->user.oz = actor->spr.opos.Z; ChangeActorSect(actor, sect); @@ -6467,8 +6401,6 @@ void ActorWarpType(DSWActor* actor, DSWActor* act_warp) int MissileWaterAdjust(DSWActor* actor) { - USERp u = actor->u(); - auto sectp = actor->user.lo_sectp; if (sectp && sectp->hasU()) { @@ -6480,8 +6412,6 @@ int MissileWaterAdjust(DSWActor* actor) int MissileZrange(DSWActor* actor) { - USERp u = actor->u(); - // Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick // up its own sprite auto tempshort = actor->spr.cstat; @@ -6499,7 +6429,6 @@ int MissileZrange(DSWActor* actor) Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics) { - USERp u = actor->u(); Collision retval{}; int zh; @@ -6623,7 +6552,6 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics) { - USERp u = actor->u(); int daz; Collision retval{}; int ox,oy;