From aac44b27b1c48b7ec842a8b6eacb4b408dbb3755 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 24 Dec 2021 15:52:12 +0100 Subject: [PATCH] - sp cleanup in bunny.cpp. --- source/games/sw/src/bunny.cpp | 35 ++++++++++------------------------- 1 file changed, 10 insertions(+), 25 deletions(-) diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index cfab103e3..cc88c434c 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -724,7 +724,6 @@ ACTOR_ACTION_SET BunnyWhiteActionSet = int SetupBunny(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; @@ -839,7 +838,6 @@ int PickBunnyJumpSpeed(DSWActor* actor, int pix_height) int DoBunnyBeginJumpAttack(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); SPRITEp psp = &u->targetActor->s(); int tang; @@ -875,7 +873,6 @@ int DoBunnyBeginJumpAttack(DSWActor* actor) int DoBunnyMoveJump(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { @@ -906,11 +903,10 @@ int DoBunnyMoveJump(DSWActor* actor) void DoPickCloseBunny(DSWActor* actor) { auto u = actor->u(); - SPRITEp sp = &actor->s(); int dist, near_dist = 1000, a,b,c; // if actor can still see the player - int look_height = GetSpriteZOfTop(sp); + int look_height = ActorZOfTop(actor); bool ICanSee = false; SWStatIterator it(STAT_ENEMY); @@ -919,7 +915,7 @@ void DoPickCloseBunny(DSWActor* actor) auto tsp = &itActor->s(); auto tu = itActor->u(); - if (sp == tsp) continue; + if (actor == itActor) continue; if (tu->ID != BUNNY_RUN_R0) continue; @@ -943,7 +939,6 @@ void DoPickCloseBunny(DSWActor* actor) int DoBunnyQuickJump(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); if (u->spal != PALETTE_PLAYER8) return false; @@ -1032,7 +1027,7 @@ int DoBunnyQuickJump(DSWActor* actor) if (pp == Player+myconnectindex) { choose_snd = STD_RANDOM_RANGE(2<<8)>>8; - if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfTop(sp),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor)) + if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfTop(actor),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor)) PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp); } } @@ -1047,7 +1042,7 @@ int DoBunnyQuickJump(DSWActor* actor) if (pp == Player+myconnectindex) { choose_snd = STD_RANDOM_RANGE(3<<8)>>8; - if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfTop(sp),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor)) + if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfTop(actor),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor)) PlayerSound(straightsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp); } } @@ -1113,8 +1108,6 @@ int DoBunnyPain(DSWActor* actor) int DoBunnyRipHeart(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); - SPRITEp tsp = &u->targetActor->s(); NewStateGroup(actor, sg_BunnyHeart); @@ -1143,7 +1136,6 @@ int DoBunnyStandKill(DSWActor* actor) void BunnyHatch(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u = actor->u(); SPRITEp np; @@ -1215,22 +1207,20 @@ void BunnyHatch(DSWActor* actor) DSWActor* BunnyHatch2(DSWActor* actor) { - SPRITEp wp = &actor->s(); - - auto actorNew = insertActor(wp->sector(), STAT_DEFAULT); + auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT); auto np = &actorNew->s(); np->clear(); - np->pos.X = wp->pos.X; - np->pos.Y = wp->pos.Y; - np->pos.Z = wp->pos.Z; + np->pos.X = actor->spr.pos.X; + np->pos.Y = actor->spr.pos.Y; + np->pos.Z = actor->spr.pos.Z; np->xrepeat = 30; // Baby size np->yrepeat = 24; np->ang = RANDOM_P2(2048); np->pal = 0; SetupBunny(actorNew); auto nu = actorNew->u(); - np->shade = wp->shade; + np->shade = actor->spr.shade; // make immediately active SET(nu->Flags, SPR_ACTIVE); @@ -1250,7 +1240,7 @@ DSWActor* BunnyHatch2(DSWActor* actor) NewStateGroup(actorNew, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(actorNew, FAST_SPEED); - if (TEST_BOOL3(wp)) + if (TEST_BOOL3(actor)) { PickJumpMaxSpeed(actorNew, -600-RandomRange(600)); np->xrepeat = np->yrepeat = 64; @@ -1281,7 +1271,6 @@ DSWActor* BunnyHatch2(DSWActor* actor) int DoBunnyMove(DSWActor* actor) { USER* u = actor->u(); - auto sp = &actor->s(); // Parental lock crap if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) @@ -1361,8 +1350,6 @@ int BunnySpew(DSWActor* actor) int DoBunnyEat(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); - if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { @@ -1412,7 +1399,6 @@ int DoBunnyEat(DSWActor* actor) int DoBunnyScrew(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { @@ -1460,7 +1446,6 @@ int DoBunnyScrew(DSWActor* actor) int DoBunnyGrowUp(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); if (actor->spr.pal == PALETTE_PLAYER1) return 0; // Don't bother white bunnies