- all sp in player.cpp

This commit is contained in:
Christoph Oelckers 2021-12-24 21:20:42 +01:00
parent c5af361564
commit dce8531c48

View file

@ -130,7 +130,7 @@ PLAYER Player[MAX_SW_PLAYERS_REG + 1];
short NormalVisibility; short NormalVisibility;
DSWActor* FindNearSprite(DSWActor* sp, short stat); DSWActor* FindNearSprite(DSWActor*, short stat);
bool PlayerOnLadder(PLAYERp pp); bool PlayerOnLadder(PLAYERp pp);
void DoPlayerSlide(PLAYERp pp); void DoPlayerSlide(PLAYERp pp);
void DoPlayerBeginSwim(PLAYERp pp); void DoPlayerBeginSwim(PLAYERp pp);
@ -1130,7 +1130,6 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
{ {
const int PICK_DIST = 40000; const int PICK_DIST = 40000;
auto sp = &actor->s();
short angle2, delta_ang; short angle2, delta_ang;
int dist, zh; int dist, zh;
SPRITEp ep; SPRITEp ep;
@ -1197,10 +1196,10 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
if (u && u->PlayerP) if (u && u->PlayerP)
zh = u->PlayerP->pos.Z; zh = u->PlayerP->pos.Z;
else else
zh = GetSpriteZOfTop(sp) + (GetSpriteSizeZ(sp) >> 2); zh = ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2);
ezh = GetSpriteZOfTop(ep) + (GetSpriteSizeZ(ep) >> 2); ezh = GetSpriteZOfTop(ep) + (GetSpriteSizeZ(ep) >> 2);
ezhm = GetSpriteZOfTop(ep) + DIV2(GetSpriteSizeZ(ep)); ezhm = GetSpriteZOfTop(ep) + (GetSpriteSizeZ(ep) >> 1);
ezhl = GetSpriteZOfBottom(ep) - (GetSpriteSizeZ(ep) >> 2); ezhl = GetSpriteZOfBottom(ep) - (GetSpriteSizeZ(ep) >> 2);
// If you can't see 'em you can't shoot 'em // If you can't see 'em you can't shoot 'em
@ -1303,7 +1302,6 @@ void DoPlayerTeleportToOffset(PLAYERp pp)
void DoSpawnTeleporterEffect(DSWActor* actor) void DoSpawnTeleporterEffect(DSWActor* actor)
{ {
auto sp = &actor->s();
extern STATE s_TeleportEffect[]; extern STATE s_TeleportEffect[];
int nx, ny; int nx, ny;
SPRITEp ep; SPRITEp ep;
@ -1315,7 +1313,7 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
ny += actor->spr.pos.Y; ny += actor->spr.pos.Y;
auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(), auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(),
nx, ny, GetSpriteZOfTop(sp) + Z(16), nx, ny, ActorZOfTop(actor) + Z(16),
actor->spr.ang, 0); actor->spr.ang, 0);
ep = &effectActor->s(); ep = &effectActor->s();
@ -1332,12 +1330,11 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
void DoSpawnTeleporterEffectPlace(DSWActor* actor) void DoSpawnTeleporterEffectPlace(DSWActor* actor)
{ {
auto sp = &actor->s();
extern STATE s_TeleportEffect[]; extern STATE s_TeleportEffect[];
SPRITEp ep; SPRITEp ep;
auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(), auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, GetSpriteZOfTop(sp) + Z(16), actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor) + Z(16),
actor->spr.ang, 0); actor->spr.ang, 0);
ep = &effectActor->s(); ep = &effectActor->s();
@ -1356,7 +1353,6 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
{ {
auto ppActor = pp->Actor(); auto ppActor = pp->Actor();
USERp u = ppActor->u(); USERp u = ppActor->u();
SPRITEp sp = &ppActor->s();
short pnum; short pnum;
DSWActor* act_warp; DSWActor* act_warp;
SPRITEp sp_warp; SPRITEp sp_warp;
@ -1699,7 +1695,6 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
SPRITEp over_sp = &actor->s(); SPRITEp over_sp = &actor->s();
USERp over_u = actor->u(); USERp over_u = actor->u();
SPRITEp sp;
USERp u; USERp u;
int water_level_z, zdiff; int water_level_z, zdiff;
@ -1739,7 +1734,6 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
} }
actor = pp->PlayerUnderActor; actor = pp->PlayerUnderActor;
sp = &actor->s();
u = actor->u(); u = actor->u();
actor->spr.pos = actor->spr.pos; actor->spr.pos = actor->spr.pos;
@ -1766,7 +1760,6 @@ void UpdatePlayerSprite(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
if (!actor) return; if (!actor) return;
SPRITEp sp = &actor->s();
// Update sprite representation of player // Update sprite representation of player
@ -1861,7 +1854,6 @@ void DoPlayerZrange(PLAYERp pp)
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
if (!actor) return; if (!actor) return;
SPRITEp sp = &actor->s();
// Don't let you fall if you're just slightly over a cliff // Don't let you fall if you're just slightly over a cliff
// This function returns the highest and lowest z's // This function returns the highest and lowest z's
@ -1914,7 +1906,6 @@ void DoPlayerZrange(PLAYERp pp)
void DoPlayerSlide(PLAYERp pp) void DoPlayerSlide(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
int push_ret; int push_ret;
@ -2011,7 +2002,6 @@ void PlayerSectorBound(PLAYERp pp, int amt)
void DoPlayerMove(PLAYERp pp) void DoPlayerMove(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
auto sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
int friction; int friction;
int push_ret = 0; int push_ret = 0;
@ -2259,7 +2249,6 @@ void PlaySOsound(sectortype* sect, short sound_num)
SWSectIterator it(sect); SWSectIterator it(sect);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
auto sp = &actor->s();
if (actor->spr.statnum == STAT_SOUND_SPOT) if (actor->spr.statnum == STAT_SOUND_SPOT)
{ {
DoSoundSpotStopSound(actor->spr.lotag); DoSoundSpotStopSound(actor->spr.lotag);
@ -2274,7 +2263,6 @@ void StopSOsound(sectortype* sect)
SWSectIterator it(sect); SWSectIterator it(sect);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
auto sp = &actor->s();
if (actor->spr.statnum == STAT_SOUND_SPOT) if (actor->spr.statnum == STAT_SOUND_SPOT)
DoSoundSpotStopSound(actor->spr.lotag); DoSoundSpotStopSound(actor->spr.lotag);
} }
@ -2283,7 +2271,6 @@ void StopSOsound(sectortype* sect)
void DoTankTreads(PLAYERp pp) void DoTankTreads(PLAYERp pp)
{ {
SPRITEp sp;
int i; int i;
int vel; int vel;
SECTORp *sectp; SECTORp *sectp;
@ -2304,74 +2291,72 @@ void DoTankTreads(PLAYERp pp)
SWSectIterator it(*sectp); SWSectIterator it(*sectp);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
sp = &actor->s();
// BOOL1 is set only if pans with SO // BOOL1 is set only if pans with SO
if (!TEST_BOOL1(sp)) if (!TEST_BOOL1(actor))
continue; continue;
if (actor->spr.statnum == STAT_WALL_PAN) if (actor->spr.statnum == STAT_WALL_PAN)
{ {
if (reverse) if (reverse)
{ {
if (!TEST_BOOL2(sp)) if (!TEST_BOOL2(actor))
{ {
SET_BOOL2(sp); SET_BOOL2(actor);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
} }
} }
else else
{ {
if (TEST_BOOL2(sp)) if (TEST_BOOL2(actor))
{ {
RESET_BOOL2(sp); RESET_BOOL2(actor);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
} }
} }
SP_TAG5(sp) = vel; SP_TAG5(actor) = vel;
} }
else if (actor->spr.statnum == STAT_FLOOR_PAN) else if (actor->spr.statnum == STAT_FLOOR_PAN)
{ {
if (reverse) if (reverse)
{ {
if (!TEST_BOOL2(sp)) if (!TEST_BOOL2(actor))
{ {
SET_BOOL2(sp); SET_BOOL2(actor);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
} }
} }
else else
{ {
if (TEST_BOOL2(sp)) if (TEST_BOOL2(actor))
{ {
RESET_BOOL2(sp); RESET_BOOL2(actor);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
} }
} }
SP_TAG5(sp) = vel; SP_TAG5(actor) = vel;
} }
else if (actor->spr.statnum == STAT_CEILING_PAN) else if (actor->spr.statnum == STAT_CEILING_PAN)
{ {
if (reverse) if (reverse)
{ {
if (!TEST_BOOL2(sp)) if (!TEST_BOOL2(actor))
{ {
SET_BOOL2(sp); SET_BOOL2(actor);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
} }
} }
else else
{ {
if (TEST_BOOL2(sp)) if (TEST_BOOL2(actor))
{ {
RESET_BOOL2(sp); RESET_BOOL2(actor);
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
} }
} }
SP_TAG5(sp) = vel; SP_TAG5(actor) = vel;
} }
} }
} }
@ -2401,7 +2386,6 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
int testpointinquad(int x, int y, int *qx, int *qy); int testpointinquad(int x, int y, int *qx, int *qy);
SECTOR_OBJECTp sop = pp->sop_control; SECTOR_OBJECTp sop = pp->sop_control;
SPRITEp sp;
USERp u; USERp u;
short stat; short stat;
SECTORp *sectp; SECTORp *sectp;
@ -2417,7 +2401,6 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
SWSectIterator it(sop->op_main_sector); SWSectIterator it(sop->op_main_sector);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
sp = &actor->s();
u = actor->u(); u = actor->u();
if (testpointinquad(actor->spr.pos.X, actor->spr.pos.Y, x, y)) if (testpointinquad(actor->spr.pos.X, actor->spr.pos.Y, x, y))
@ -2455,8 +2438,6 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
SWStatIterator it2(STAT_ENEMY); SWStatIterator it2(STAT_ENEMY);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
sp = &actor->s();
if (testpointinquad(actor->spr.pos.X, actor->spr.pos.Y, x, y)) if (testpointinquad(actor->spr.pos.X, actor->spr.pos.Y, x, y))
{ {
//if (actor->spr.z < pp->posz) //if (actor->spr.z < pp->posz)
@ -2484,8 +2465,6 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
it2.Reset(STAT_DEAD_ACTOR); it2.Reset(STAT_DEAD_ACTOR);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
sp = &actor->s();
if (testpointinquad(actor->spr.pos.X, actor->spr.pos.Y, x, y)) if (testpointinquad(actor->spr.pos.X, actor->spr.pos.Y, x, y))
{ {
if (actor->spr.pos.Z < sop->crush_z) if (actor->spr.pos.Z < sop->crush_z)
@ -2505,7 +2484,6 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
if (actor == nullptr) if (actor == nullptr)
continue; continue;
sp = &actor->s();
u = actor->u(); u = actor->u();
if (u->PlayerP == pp) if (u->PlayerP == pp)
@ -2533,7 +2511,6 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
it.Reset(*sectp); it.Reset(*sectp);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
sp = &actor->s();
u = actor->u(); u = actor->u();
// give some extra buffer // give some extra buffer
@ -2560,7 +2537,6 @@ void DoPlayerMoveVehicle(PLAYERp pp)
int floor_dist; int floor_dist;
DSWActor* actor = pp->sop->sp_child; DSWActor* actor = pp->sop->sp_child;
if (!actor) return; if (!actor) return;
SPRITEp sp = &actor->s();
auto psp = &pp->Actor()->s(); auto psp = &pp->Actor()->s();
USERp u = actor->u(); USERp u = actor->u();
int x[4], y[4], ox[4], oy[4]; int x[4], y[4], ox[4], oy[4];
@ -3171,7 +3147,6 @@ void DoPlayerFall(PLAYERp pp)
void DoPlayerBeginClimb(PLAYERp pp) void DoPlayerBeginClimb(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
RESET(pp->Flags, PF_JUMPING|PF_FALLING); RESET(pp->Flags, PF_JUMPING|PF_FALLING);
RESET(pp->Flags, PF_CRAWLING); RESET(pp->Flags, PF_CRAWLING);
@ -3192,7 +3167,6 @@ void DoPlayerBeginClimb(PLAYERp pp)
void DoPlayerClimb(PLAYERp pp) void DoPlayerClimb(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
int climb_amt; int climb_amt;
int i; int i;
@ -3695,7 +3669,6 @@ void DoPlayerFly(PLAYERp pp)
DSWActor* FindNearSprite(DSWActor* actor, short stat) DSWActor* FindNearSprite(DSWActor* actor, short stat)
{ {
auto sp = &actor->s();
int fs; int fs;
int dist, near_dist = 15000; int dist, near_dist = 15000;
DSWActor* near_fp = nullptr; DSWActor* near_fp = nullptr;
@ -3995,7 +3968,6 @@ int GetOverlapSector2(int x, int y, sectortype** over, sectortype** under)
SWStatIterator it(STAT_DIVE_AREA); SWStatIterator it(STAT_DIVE_AREA);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
auto sp = &actor->s();
if (inside(x, y, actor->spr.sector())) if (inside(x, y, actor->spr.sector()))
{ {
sf[found] = actor->spr.sector(); sf[found] = actor->spr.sector();
@ -4009,7 +3981,6 @@ int GetOverlapSector2(int x, int y, sectortype** over, sectortype** under)
it.Reset(UnderStatList[stat]); it.Reset(UnderStatList[stat]);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
auto sp = &actor->s();
// ignore underwater areas with lotag of 0 // ignore underwater areas with lotag of 0
if (actor->spr.lotag == 0) if (actor->spr.lotag == 0)
continue; continue;
@ -4232,7 +4203,6 @@ void DoPlayerDivePalette(PLAYERp pp)
void DoPlayerBeginDive(PLAYERp pp) void DoPlayerBeginDive(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
if (Prediction) if (Prediction)
@ -4281,7 +4251,6 @@ void DoPlayerBeginDive(PLAYERp pp)
void DoPlayerBeginDiveNoWarp(PLAYERp pp) void DoPlayerBeginDiveNoWarp(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
if (Prediction) if (Prediction)
@ -4354,7 +4323,6 @@ void DoPlayerStopDiveNoWarp(PLAYERp pp)
void DoPlayerStopDive(PLAYERp pp) void DoPlayerStopDive(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
if (Prediction) if (Prediction)
return; return;
@ -4928,27 +4896,23 @@ void FindMainSector(SECTOR_OBJECTp sop)
void DoPlayerOperateMatch(PLAYERp pp, bool starting) void DoPlayerOperateMatch(PLAYERp pp, bool starting)
{ {
SPRITEp sp;
if (!pp->sop) if (!pp->sop)
return; return;
SWSectIterator it(pp->sop->mid_sector); SWSectIterator it(pp->sop->mid_sector);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
sp = &actor->s();
if (actor->spr.statnum == STAT_ST1 && actor->spr.hitag == SO_DRIVABLE_ATTRIB) if (actor->spr.statnum == STAT_ST1 && actor->spr.hitag == SO_DRIVABLE_ATTRIB)
{ {
if (starting) if (starting)
{ {
if (SP_TAG5(sp)) if (SP_TAG5(actor))
DoMatchEverything(pp, SP_TAG5(sp), -1); DoMatchEverything(pp, SP_TAG5(actor), -1);
} }
else else
{ {
if (TEST_BOOL2(sp) && SP_TAG5(sp)) if (TEST_BOOL2(actor) && SP_TAG5(actor))
DoMatchEverything(pp, SP_TAG5(sp)+1, -1); DoMatchEverything(pp, SP_TAG5(actor)+1, -1);
} }
break; break;
} }
@ -5502,7 +5466,6 @@ void DoPlayerBeginDie(PLAYERp pp)
int choosesnd = 0; int choosesnd = 0;
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) = static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
@ -5815,7 +5778,6 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
void DoPlayerDeathCheckKeys(PLAYERp pp) void DoPlayerDeathCheckKeys(PLAYERp pp)
{ {
auto actor = pp->Actor(); auto actor = pp->Actor();
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
if (pp->input.actions & SB_OPEN) if (pp->input.actions & SB_OPEN)
@ -5912,7 +5874,6 @@ void DoPlayerHeadDebris(PLAYERp pp)
SPRITEp DoPlayerDeathCheckKick(PLAYERp pp) SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
SPRITEp hp; SPRITEp hp;
unsigned stat; unsigned stat;
@ -5957,7 +5918,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
DoPlayerZrange(pp); DoPlayerZrange(pp);
// sector stomper kick // sector stomper kick
if (labs(pp->loz - pp->hiz) < GetSpriteSizeZ(sp) - Z(8)) if (labs(pp->loz - pp->hiz) < ActorSizeZ(actor) - Z(8))
{ {
u->slide_ang = RANDOM_P2(2048); u->slide_ang = RANDOM_P2(2048);
u->slide_vel = 1000; u->slide_vel = 1000;
@ -5976,7 +5937,6 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
void DoPlayerDeathMoveHead(PLAYERp pp) void DoPlayerDeathMoveHead(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
int dax,day; int dax,day;
@ -6081,7 +6041,6 @@ void DoPlayerDeathFlip(PLAYERp pp)
void DoPlayerDeathDrown(PLAYERp pp) void DoPlayerDeathDrown(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
if (Prediction) if (Prediction)
return; return;
@ -6121,7 +6080,6 @@ void DoPlayerDeathDrown(PLAYERp pp)
void DoPlayerDeathBounce(PLAYERp pp) void DoPlayerDeathBounce(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
if (Prediction) if (Prediction)
@ -6152,7 +6110,6 @@ void DoPlayerDeathBounce(PLAYERp pp)
void DoPlayerDeathCrumble(PLAYERp pp) void DoPlayerDeathCrumble(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
if (Prediction) if (Prediction)
@ -6206,7 +6163,6 @@ void DoPlayerDeathCrumble(PLAYERp pp)
void DoPlayerDeathExplode(PLAYERp pp) void DoPlayerDeathExplode(PLAYERp pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
if (Prediction) if (Prediction)
@ -6436,7 +6392,6 @@ void PlayerStateControl(DSWActor* actor)
if (actor == nullptr || !actor->hasU()) return; if (actor == nullptr || !actor->hasU()) return;
auto u = actor->u(); auto u = actor->u();
auto sp = &actor->s();
u->Tics += synctics; u->Tics += synctics;
@ -6485,7 +6440,6 @@ void PlayerStateControl(DSWActor* actor)
void MoveSkipSavePos(void) void MoveSkipSavePos(void)
{ {
SPRITEp sp;
USERp u; USERp u;
int i; int i;
short pnum; short pnum;
@ -6519,7 +6473,6 @@ void MoveSkipSavePos(void)
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
if (!actor->hasU()) continue; if (!actor->hasU()) continue;
sp = &actor->s();
u = actor->u(); u = actor->u();
actor->spr.backuppos(); actor->spr.backuppos();
@ -6539,7 +6492,6 @@ void MoveSkipSavePos(void)
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
if (!actor->hasU()) continue; if (!actor->hasU()) continue;
sp = &actor->s();
u = actor->u(); u = actor->u();
actor->spr.backuppos(); actor->spr.backuppos();
@ -6890,7 +6842,6 @@ void InitAllPlayers(void)
int SearchSpawnPosition(PLAYERp pp) int SearchSpawnPosition(PLAYERp pp)
{ {
PLAYERp opp; // other player PLAYERp opp; // other player
SPRITEp sp;
short pos_num; short pos_num;
short pnum; short pnum;
bool blocked; bool blocked;
@ -6930,7 +6881,6 @@ bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1];
void PlayerSpawnPosition(PLAYERp pp) void PlayerSpawnPosition(PLAYERp pp)
{ {
SPRITEp sp;
short pnum = short(pp - Player); short pnum = short(pp - Player);
short pos_num = pnum; short pos_num = pnum;
int fz,cz; int fz,cz;
@ -7008,7 +6958,6 @@ void PlayerSpawnPosition(PLAYERp pp)
void InitMultiPlayerInfo(void) void InitMultiPlayerInfo(void)
{ {
PLAYERp pp; PLAYERp pp;
SPRITEp sp;
short pnum; short pnum;
unsigned stat; unsigned stat;
int tag; int tag;
@ -7022,8 +6971,6 @@ void InitMultiPlayerInfo(void)
SWStatIterator it(STAT_DEFAULT); SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {
sp = &actor->s();
tag = actor->spr.hitag; tag = actor->spr.hitag;
if (actor->spr.picnum == ST1) if (actor->spr.picnum == ST1)