diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 24e468685..4ecffbeeb 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -11556,7 +11556,7 @@ int DoRing(DSWActor* actor) { auto own = GetOwner(actor); if (!own) return 0; // this would crash. - PLAYER* pp = own->user.PlayerP;; + PLAYER* pp = own->user.PlayerP; double cz,fz; if (actor->user.Flags & (SPR_UNDERWATER)) @@ -11985,7 +11985,7 @@ int InitSerpRing(DSWActor* actor) // ang around the serp is now slide_ang actorNew->user.slide_ang = actorNew->spr.angle; // randomize the head turning angle - actorNew->spr.angle = RandomAngle();; + actorNew->spr.angle = RandomAngle(); // control direction of spinning actor->user.Flags ^= SPR_BOUNCE; @@ -12162,7 +12162,7 @@ int InitEnemyNapalm(DSWActor* actor) MissileSetPos(actorNew, DoNapalm, mp[i].dist_out); - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actor->user.Counter = 0; @@ -12674,7 +12674,7 @@ int InitSumoNapalm(DSWActor* actor) MissileSetPos(actorNew, DoNapalm, mp[i].dist_out); - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actor->user.Counter = 0; @@ -13471,7 +13471,7 @@ int InitLaser(PLAYER* pp) actorNew->spr.yrepeat = 52; actorNew->spr.xrepeat = 52; actorNew->spr.shade = -15; - actorNew->clipdist = 4;; + actorNew->clipdist = 4; // the slower the missile travels the less of a zvel it needs actorNew->vel.Z = pp->horizon.horiz.Tan() * 16.; @@ -13499,30 +13499,30 @@ int InitLaser(PLAYER* pp) // move it 1200 dist in increments - works better if (MissileSetPos(actorNew, DoLaserStart, 300)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } if (MissileSetPos(actorNew, DoLaserStart, 300)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } if (MissileSetPos(actorNew, DoLaserStart, 300)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } if (MissileSetPos(actorNew, DoLaserStart, 300)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1) { @@ -13597,12 +13597,12 @@ int InitRail(PLAYER* pp) if (TestMissileSetPos(actorNew, DoRailStart, 1200, zvel)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actorNew->vel.Z = zvel * 0.5; if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1) @@ -13671,12 +13671,12 @@ int InitZillaRail(DSWActor* actor) if (TestMissileSetPos(actorNew, DoRailStart, 1200, zvel)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actorNew->vel.Z = zvel * 0.5; if (WeaponAutoAim(actor, actorNew, DAngle22_5 / 4, false) == -1) @@ -13780,14 +13780,14 @@ int InitRocket(PLAYER* pp) actorNew->user.Counter = 1; if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } // inable smoke trail actorNew->user.Counter = 0; - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actorNew->vel.Z = zvel * 0.5; if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1) @@ -13885,14 +13885,14 @@ int InitBunnyRocket(PLAYER* pp) actorNew->user.Counter = 1; if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } // inable smoke trail actorNew->user.Counter = 0; - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actorNew->vel.Z = zvel * 0.5; if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1) @@ -13979,14 +13979,14 @@ int InitNuke(PLAYER* pp) actorNew->user.Counter = 1; if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } // inable smoke trail actorNew->user.Counter = 0; - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actorNew->vel.Z = zvel * 0.5; if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1) @@ -14166,14 +14166,14 @@ int InitMicro(PLAYER* pp) actorNew->user.Counter = 1; if (MissileSetPos(actorNew, DoMicro, 700)) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); continue; } // inable smoke trail actorNew->user.Counter = 0; - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; const int MICRO_ANG = 400; @@ -14575,7 +14575,7 @@ int InitSerpSpell(DSWActor* actor) UpdateChange(actorNew); MissileSetPos(actorNew, DoMirvMissile, 400); - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -14679,7 +14679,7 @@ int InitSerpMonstSpell(DSWActor* actor) UpdateChange(actorNew); MissileSetPos(actorNew, DoMirvMissile, 400); - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -15272,7 +15272,7 @@ void InitSpearTrap(DSWActor* actor) actorNew->spr.xrepeat = 16; actorNew->spr.yrepeat = 26; actorNew->spr.shade = -25; - actorNew->clipdist = 4;; + actorNew->clipdist = 4; actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_CrossBolt[0]); @@ -16505,7 +16505,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop) } else { - daang = DAngle22_5 / 2;; + daang = DAngle22_5 / 2; if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr) { daz += RandomRangeF(30) - 15; @@ -16825,14 +16825,14 @@ int InitGrenade(PLAYER* pp) MissileSetPos(actorNew, DoGrenade, 1000); actorNew->user.Flags &= ~(SPR_BOUNCE); - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; zvel = actorNew->vel.Z; if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) >= 0) { auto_aim = true; } - actorNew->vel.Z = zvel;; + actorNew->vel.Z = zvel; UpdateChange(actorNew); @@ -17080,12 +17080,12 @@ int InitFireball(PLAYER* pp) if (TestMissileSetPos(actorNew, DoFireball, 1200, zvel * (1375. / 2048.))) { - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; KillActor(actorNew); return 0; } - actor->clipdist = oclipdist;; + actor->clipdist = oclipdist; actorNew->vel.Z = 0.5; if (WeaponAutoAimZvel(pp->actor, actorNew, &zvel, DAngle22_5 / 4, false) == -1) @@ -17123,7 +17123,7 @@ int InitEnemyFireball(DSWActor* actor) double size_z = ActorSizeZ(actor) * 0.625; double nz = actor->spr.pos.Z - size_z + 4; - auto change = actor->spr.angle.ToVector() * GORO_FIREBALL_VELOCITY;; + auto change = actor->spr.angle.ToVector() * GORO_FIREBALL_VELOCITY; double lastvel = 0; for (int i = 0; i < 2; i++)