mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-19 07:31:03 +00:00
- deleted u variables in track.cpp
This commit is contained in:
parent
c544046fb3
commit
cc161fe66a
1 changed files with 4 additions and 29 deletions
|
@ -115,8 +115,6 @@ point to the sprite.
|
|||
|
||||
short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* track_point_num, int* track_dir)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
int dist, near_dist = 999999, zdiff;
|
||||
|
||||
int i;
|
||||
|
@ -276,8 +274,6 @@ void NextTrackPoint(SECTOR_OBJECTp sop)
|
|||
|
||||
void NextActorTrackPoint(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
actor->user.point += actor->user.track_dir;
|
||||
|
||||
if (actor->user.point > Track[actor->user.track].NumPoints - 1)
|
||||
|
@ -967,7 +963,6 @@ void SetupSectorObject(sectortype* sectp, short tag)
|
|||
SECTOR_OBJECTp sop;
|
||||
int object_num;
|
||||
short j;
|
||||
USERp u;
|
||||
|
||||
tag -= (TAG_OBJECT_CENTER - 1);
|
||||
|
||||
|
@ -1458,7 +1453,6 @@ void PlaceSectorObjectsOnTracks(void)
|
|||
void PlaceActorsOnTracks(void)
|
||||
{
|
||||
short j, tag;
|
||||
USERp u;
|
||||
TRACK_POINTp tpoint = nullptr;
|
||||
|
||||
// place each actor on the track
|
||||
|
@ -1467,8 +1461,6 @@ void PlaceActorsOnTracks(void)
|
|||
{
|
||||
int low_dist = 999999, dist;
|
||||
|
||||
u = actor->u();
|
||||
|
||||
tag = actor->spr.lotag;
|
||||
|
||||
if (tag < TAG_ACTOR_TRACK_BEGIN || tag > TAG_ACTOR_TRACK_END)
|
||||
|
@ -1600,7 +1592,6 @@ void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
|
|||
int pnum;
|
||||
PLAYERp pp;
|
||||
SECTORp *sectp;
|
||||
USERp u;
|
||||
int i, rot_ang;
|
||||
bool PlayerMove = true;
|
||||
|
||||
|
@ -1697,10 +1688,9 @@ PlayerPart:
|
|||
{
|
||||
DSWActor* actor = sop->so_actors[i];
|
||||
if (!actor) continue;
|
||||
u = actor->u();
|
||||
|
||||
// if its a player sprite || NOT attached
|
||||
if (!u || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED))
|
||||
if (!actor->hasU() || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED))
|
||||
continue;
|
||||
|
||||
// move the player
|
||||
|
@ -1917,15 +1907,13 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
|
|||
|
||||
void KillSectorObjectSprites(SECTOR_OBJECTp sop)
|
||||
{
|
||||
USERp u;
|
||||
int i;
|
||||
|
||||
for (i = 0; sop->so_actors[i] != nullptr; i++)
|
||||
{
|
||||
DSWActor* actor = sop->so_actors[i];
|
||||
if (!actor) continue;
|
||||
u = actor->u();
|
||||
|
||||
|
||||
// not a part of the so anymore
|
||||
RESET(actor->user.Flags, SPR_SO_ATTACHED);
|
||||
|
||||
|
@ -2098,7 +2086,6 @@ void MoveZ(SECTOR_OBJECTp sop)
|
|||
void CallbackSOsink(ANIMp ap, void *data)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
USERp u;
|
||||
int i, ndx;
|
||||
bool found = false;
|
||||
int tgt_depth;
|
||||
|
@ -2155,9 +2142,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
SWSectIterator it(destsect);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
u = actor->u();
|
||||
|
||||
if (!u || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED))
|
||||
if (!actor->hasU() || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED))
|
||||
continue;
|
||||
|
||||
// move sprite WAY down in water
|
||||
|
@ -2659,8 +2644,6 @@ void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
|
|||
SWSectIterator it(*sectp);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
switch (actor->spr.hitag)
|
||||
{
|
||||
|
||||
|
@ -2778,12 +2761,11 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop)
|
|||
DSWActor* actor = sop->sp_child;
|
||||
if (!actor) return;
|
||||
|
||||
USERp u = actor->u();
|
||||
short delta_ang;
|
||||
int diff;
|
||||
short i;
|
||||
|
||||
if ((sop->max_damage != -9999 && sop->max_damage <= 0) || !u)
|
||||
if ((sop->max_damage != -9999 && sop->max_damage <= 0) || !actor->hasU())
|
||||
return;
|
||||
|
||||
|
||||
|
@ -2871,8 +2853,6 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop)
|
|||
|
||||
void DoActorHitTrackEndPoint(DSWActor* actor)
|
||||
{
|
||||
auto u = actor->u();
|
||||
|
||||
RESET(Track[actor->user.track].flags, TF_TRACK_OCCUPIED);
|
||||
|
||||
// jump the current track & determine if you should go to another
|
||||
|
@ -2917,8 +2897,6 @@ void DoActorHitTrackEndPoint(DSWActor* actor)
|
|||
|
||||
void ActorLeaveTrack(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
if (actor->user.track == -1)
|
||||
return;
|
||||
|
||||
|
@ -2929,8 +2907,6 @@ void ActorLeaveTrack(DSWActor* actor)
|
|||
|
||||
bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
switch (tpoint->tag_low)
|
||||
{
|
||||
case TRACK_START:
|
||||
|
@ -3447,7 +3423,6 @@ present time.
|
|||
|
||||
int ActorFollowTrack(DSWActor* actor, short locktics)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
PLAYERp pp;
|
||||
|
||||
TRACK_POINTp tpoint;
|
||||
|
|
Loading…
Reference in a new issue