From e908e4ff44b716db71ad75e9795ba1d2dfb792ac Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 5 Nov 2021 23:26:47 +0100 Subject: [PATCH] - final bit of weapon.cpp cleanup. --- source/games/sw/src/weapon.cpp | 71 ++++++---------------------------- 1 file changed, 11 insertions(+), 60 deletions(-) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 5d3beba6c..62a21da68 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4553,12 +4553,10 @@ int DoMineSpark(DSWActor* actor) return 0; } -int -DoFireballFlames(DSWActor* actor) +int DoFireballFlames(DSWActor* actor) { USER* u = actor->u(); - int SpriteNum = u->SpriteNum; - SPRITEp sp = &sprite[SpriteNum],ap; + SPRITEp sp = &actor->s(),ap; bool jumping = false; // if no Owner then stay where you are @@ -4652,12 +4650,10 @@ DoFireballFlames(DSWActor* actor) return 0; } -int -DoBreakFlames(DSWActor* actor) +int DoBreakFlames(DSWActor* actor) { USER* u = actor->u(); - int SpriteNum = u->SpriteNum; - SPRITEp sp = &sprite[SpriteNum]; + SPRITEp sp = &actor->s(); bool jumping = false; if (TEST(u->Flags, SPR_JUMPING)) @@ -4746,12 +4742,10 @@ int SetSuicide(DSWActor* actor) return 0; } -int -DoActorScale(DSWActor* actor) +int DoActorScale(DSWActor* actor) { USER* u = actor->u(); - int SpriteNum = u->SpriteNum; - SPRITEp sp = &sprite[SpriteNum]; + SPRITEp sp = &actor->s(); u->scale_speed = 70; u->scale_value = sp->xrepeat << 8; @@ -4766,12 +4760,10 @@ DoActorScale(DSWActor* actor) return 0; } -int -DoRipperGrow(DSWActor* actor) +int DoRipperGrow(DSWActor* actor) { USER* u = actor->u(); - int SpriteNum = u->SpriteNum; - SPRITEp sp = &sprite[SpriteNum]; + SPRITEp sp = &actor->s(); u->scale_speed = 70; u->scale_value = sp->xrepeat << 8; @@ -5192,8 +5184,7 @@ int ActorHealth(DSWActor* actor, short amt) return true; } -int -SopDamage(SECTOR_OBJECTp sop, short amt) +int SopDamage(SECTOR_OBJECTp sop, short amt) { SPRITEp sp = &sop->sp_child->s(); USERp u = sop->sp_child->u(); @@ -5211,8 +5202,7 @@ SopDamage(SECTOR_OBJECTp sop, short amt) return true; } -int -SopCheckKill(SECTOR_OBJECTp sop) +int SopCheckKill(SECTOR_OBJECTp sop) { bool killed = false; @@ -5364,8 +5354,7 @@ int ActorDamageSlide(DSWActor* actor, int damage, int ang) } } -int -PlayerDamageSlide(PLAYERp pp, int damage, short ang) +int PlayerDamageSlide(PLAYERp pp, int damage, short ang) { int slide_vel; @@ -5450,44 +5439,6 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx) return -(d->damage_lo + RandomRange(d->damage_hi - d->damage_lo)); } -int -RadiusGetDamage(short SpriteNum, short Weapon, int max_damage) -{ - SPRITEp sp = &sprite[SpriteNum]; - SPRITEp wp = &sprite[Weapon]; - USERp wu = User[Weapon].Data(); - int dist,a,b,c; - int damage_per_pixel, damage_force, damage_amt; - - max_damage = labs(max_damage); - - DISTANCE(wp->x,wp->y,sp->x,sp->y,dist,a,b,c); - - // take off the box around the player or else you'll never get - // the max_damage; - dist -= ((int)sp->clipdist)<<(2); - if (dist < 0) dist = 0; - - if ((unsigned)dist < wu->Radius) - { - damage_per_pixel = IntToFixed(max_damage)/wu->Radius; - - //the closer your distance is to 0 the more damage - damage_force = (wu->Radius - dist); - // fudge factor - //damage_force += 400; - - damage_amt = -FixedToInt(damage_force * damage_per_pixel); - } - else - { - damage_amt = 0; - } - - - return damage_amt; -} - int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor) {