diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index b61a70e1e..653b57135 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -10626,7 +10626,6 @@ void SpawnMineExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, MINE_EXP, s_MineExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); @@ -10680,8 +10679,6 @@ DSWActor* SpawnSectorExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - eu = expActor->u(); - expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -40; expActor->spr.xrepeat = 90; // was 40,40 @@ -10707,8 +10704,6 @@ DSWActor* SpawnLargeExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - eu = expActor->u(); - expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -40; expActor->spr.xrepeat = 90; // was 40,40 @@ -10749,8 +10744,6 @@ void SpawnMeteorExp(DSWActor* actor) actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); } - eu = expActor->u(); - expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -40; if (actor->spr.yrepeat < 64) @@ -10780,8 +10773,6 @@ void SpawnLittleExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_SectorExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - eu = expActor->u(); - expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -127; @@ -11022,7 +11013,6 @@ int DoNapalm(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(actor, expActor); @@ -12231,7 +12221,6 @@ int InitSwordAttack(PLAYERp pp) int InitFistAttack(PLAYERp pp) { DSWActor* plActor = pp->actor; - USERp u = plActor->u(); unsigned stat; int dist; short reach,face; @@ -12872,7 +12861,6 @@ void WeaponHitscanShootFeet(DSWActor* actor, DSWActor* hitActor, int *zvect) int InitStar(PLAYERp pp) { DSWActor* plActor = pp->actor; - USERp u = plActor->u(); int nx, ny, nz; int zvel; @@ -12880,7 +12868,7 @@ int InitStar(PLAYERp pp) const int STAR_REPEAT = 26; const int STAR_HORIZ_ADJ = 100; - PlayerUpdateAmmo(pp, u->WeaponNum, -3); + PlayerUpdateAmmo(pp, plActor->user.WeaponNum, -3); PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler); @@ -12907,7 +12895,7 @@ int InitStar(PLAYERp pp) actorNew->user.ceiling_dist = Z(1); actorNew->user.floor_dist = Z(1); - actorNew->user.WeaponNum = u->WeaponNum; + actorNew->user.WeaponNum = plActor->user.WeaponNum; actorNew->user.Radius = 100; actorNew->user.Counter = 0; SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);