diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index 496bb9e5a..fbf425139 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -501,7 +501,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor); void CoolgCommon(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u = actor->u(); actor->spr.clipdist = (200) >> 2; @@ -518,7 +517,6 @@ void CoolgCommon(DSWActor* actor) int SetupCoolg(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; @@ -547,7 +545,6 @@ int SetupCoolg(DSWActor* actor) int NewCoolg(DSWActor* actor) { USERp u = actor->u(); - SPRITEp sp = &actor->s(); USERp nu; SPRITEp np; ANIMATOR DoActorDecide; @@ -616,7 +613,6 @@ int NullCoolg(DSWActor* actor) int DoCoolgMatchPlayerZ(DSWActor* actor) { - SPRITEp sp = &actor->s(); USER* u = actor->u(); int zdiff,zdist; int loz,hiz; @@ -696,7 +692,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor) int InitCoolgCircle(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); u->ActorActionFunc = DoCoolgCircle; @@ -728,7 +723,6 @@ int InitCoolgCircle(DSWActor* actor) int DoCoolgCircle(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int nx,ny,bound; @@ -770,10 +764,8 @@ int DoCoolgCircle(DSWActor* actor) int DoCoolgDeath(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int nx, ny; - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); actor->spr.xrepeat = 42; @@ -816,7 +808,6 @@ int DoCoolgDeath(DSWActor* actor) int DoCoolgMove(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); if ((u->ShellNum -= ACTORMOVETICS) <= 0) { diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index b8728e37d..1a999f2b4 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -373,7 +373,6 @@ ACTOR_ACTION_SET CoolieActionSet = void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person) { USERp u = actor->u(); - SPRITEp sp = &actor->s(); unsigned int wpn; int wpn_cnt; int depth = 0; @@ -413,7 +412,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso u->lo_step = Z(32); u->floor_dist = u->zclip - u->lo_step; - u->ceiling_dist = GetSpriteSizeZ(sp) - u->zclip; + u->ceiling_dist = ActorSizeZ(actor) - u->zclip; u->Radius = 400; @@ -486,7 +485,6 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso int SetupCoolie(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; @@ -569,7 +567,6 @@ int NullCoolie(DSWActor* actor) int DoCoolieMove(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(actor); @@ -598,8 +595,6 @@ int DoCoolieMove(DSWActor* actor) int InitCoolieCharge(DSWActor* actor) { - SPRITEp sp = &actor->s(); - if (RANDOM_P2(1024) > 950) PlaySound(DIGI_COOLIESCREAM, actor, v3df_follow); diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index 7191e6c8a..d1bb7548b 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -359,7 +359,6 @@ int DoEelMatchPlayerZ(DSWActor* actor); void EelCommon(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u = actor->u(); actor->spr.clipdist = (100) >> 2; @@ -376,7 +375,6 @@ void EelCommon(DSWActor* actor) int SetupEel(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; @@ -427,7 +425,6 @@ int NullEel(DSWActor* actor) int DoEelMatchPlayerZ(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); SPRITEp tsp = &u->targetActor->s(); int zdiff,zdist; int loz,hiz; @@ -527,7 +524,6 @@ int DoEelMatchPlayerZ(DSWActor* actor) int DoEelDeath(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int nx, ny; if (TEST(u->Flags, SPR_FALLING)) { diff --git a/source/games/sw/src/girlninj.cpp b/source/games/sw/src/girlninj.cpp index 2a2974ba9..0e3dd8e36 100644 --- a/source/games/sw/src/girlninj.cpp +++ b/source/games/sw/src/girlninj.cpp @@ -712,7 +712,6 @@ ACTOR_ACTION_SET GirlNinjaActionSet = int SetupGirlNinja(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; @@ -786,7 +785,6 @@ int DoGirlNinjaMove(DSWActor* actor) int GirlNinjaJumpActionFunc(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int nx, ny; // Move while jumping @@ -840,7 +838,6 @@ int DoGirlNinjaPain(DSWActor* actor) int DoGirlNinjaSpecial(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); if (u->spal == PALETTE_PLAYER5) { diff --git a/source/games/sw/src/goro.cpp b/source/games/sw/src/goro.cpp index 689c11089..2b007757a 100644 --- a/source/games/sw/src/goro.cpp +++ b/source/games/sw/src/goro.cpp @@ -483,7 +483,6 @@ ACTOR_ACTION_SET GoroActionSet = int SetupGoro(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 325dd9657..f904290de 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -289,7 +289,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor); int SetupHornet(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; @@ -347,7 +346,6 @@ enum { HORNET_BOB_AMT = (Z(16)) }; int DoHornetMatchPlayerZ(DSWActor* actor) { - SPRITEp sp = &actor->s(); USERp u = actor->u(); SPRITEp tsp = &u->targetActor->s(); int zdiff,zdist; @@ -420,7 +418,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor) int InitHornetCircle(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); u->ActorActionFunc = DoHornetCircle; @@ -452,7 +449,6 @@ int InitHornetCircle(DSWActor* actor) int DoHornetCircle(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int nx,ny,bound; actor->spr.ang = NORM_ANGLE(actor->spr.ang + u->Counter2); @@ -504,7 +500,6 @@ int DoHornetCircle(DSWActor* actor) int DoHornetDeath(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); int nx, ny; if (TEST(u->Flags, SPR_FALLING)) @@ -548,7 +543,7 @@ int DoHornetDeath(DSWActor* actor) int DoCheckSwarm(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(), tsp; + SPRITEp tsp; USERp tu; int dist, pdist, a,b,c; PLAYERp pp; @@ -594,7 +589,6 @@ int DoCheckSwarm(DSWActor* actor) int DoHornetMove(DSWActor* actor) { USER* u = actor->u(); - SPRITEp sp = &actor->s(); // Check for swarming // lotag of 1 = Swarm around lotags of 2