- deleted u variables in skull.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 22:34:06 +01:00
parent cbec67dbf5
commit 9df3400a91

View file

@ -209,17 +209,11 @@ STATEp sg_SkullExplode[] =
int SetupSkull(DSWActor* actor)
{
USERp u;
ANIMATOR DoActorDecide;
if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{
u = actor->u();
ASSERT(u);
}
else
{
u = SpawnUser(actor,SKULL_R0,s_SkullWait[0]);
SpawnUser(actor,SKULL_R0,s_SkullWait[0]);
actor->user.Health = HEALTH_SKULL;
}
@ -258,7 +252,6 @@ int SetupSkull(DSWActor* actor)
int DoSkullMove(DSWActor* actor)
{
USER* u = actor->u();
int32_t dax, day, daz;
dax = MOVEx(actor->spr.xvel, actor->spr.ang);
@ -273,7 +266,6 @@ int DoSkullMove(DSWActor* actor)
int DoSkullBeginDeath(DSWActor* actor)
{
USER* u = actor->u();
int16_t i,num_ord=0;
// Decrease for Serp God
@ -352,8 +344,6 @@ int DoSkullBeginDeath(DSWActor* actor)
int DoSkullJump(DSWActor* actor)
{
USER* u = actor->u();
if (actor->spr.xvel)
DoSkullMove(actor);
else
@ -413,8 +403,6 @@ int DoSkullJump(DSWActor* actor)
int DoSkullBob(DSWActor* actor)
{
USER* u = actor->u();
// actor does a sine wave about actor->user.sz - this is the z mid point
const int SKULL_BOB_AMT = (Z(16));
@ -435,7 +423,6 @@ int DoSkullSpawnShrap(DSWActor* actor)
int DoSkullWait(DSWActor* actor)
{
USER* u = actor->u();
int a,b,c,dist;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y, dist, a, b, c);
@ -607,17 +594,11 @@ STATEp sg_BettyExplode[] =
int SetupBetty(DSWActor* actor)
{
USERp u;
ANIMATOR DoActorDecide;
if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{
u = actor->u();
ASSERT(u);
}
else
{
u = SpawnUser(actor,BETTY_R0,s_BettyWait[0]);
SpawnUser(actor,BETTY_R0,s_BettyWait[0]);
actor->user.Health = HEALTH_SKULL;
}
@ -656,7 +637,6 @@ int SetupBetty(DSWActor* actor)
int DoBettyMove(DSWActor* actor)
{
USER* u = actor->u();
int32_t dax, day, daz;
dax = MOVEx(actor->spr.xvel, actor->spr.ang);
@ -671,7 +651,6 @@ int DoBettyMove(DSWActor* actor)
int DoBettyBeginDeath(DSWActor* actor)
{
USER* u = actor->u();
int16_t i,num_ord=0;
// starts the explosion that does the actual damage
@ -744,8 +723,6 @@ int DoBettyBeginDeath(DSWActor* actor)
int DoBettyJump(DSWActor* actor)
{
USER* u = actor->u();
if (actor->spr.xvel)
DoBettyMove(actor);
else
@ -803,8 +780,6 @@ int DoBettyJump(DSWActor* actor)
int DoBettyBob(DSWActor* actor)
{
USER* u = actor->u();
// actor does a sine wave about actor->user.sz - this is the z mid point
const int BETTY_BOB_AMT = (Z(16));
@ -818,22 +793,17 @@ int DoBettyBob(DSWActor* actor)
int DoBettySpawnShrap(DSWActor* actor)
{
SpawnShrap(actor, nullptr);
//PlaySpriteSound(actor,attr_extra1,v3df_none);
return 0;
}
int DoBettyWait(DSWActor* actor)
{
USER* u = actor->u();
int a,b,c,dist;
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y, dist, a, b, c);
DoActorPickClosePlayer(actor);
//if (dist < actor->user.active_range)
// return(0);
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
{
PlaySound(DIGI_MINEBEEP, actor, v3df_none);