SW: Remove a ton of unused vars

git-svn-id: https://svn.eduke32.com/eduke32@8685 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/anim.cpp
#	source/sw/src/border.cpp
#	source/sw/src/brooms.cpp
#	source/sw/src/config.cpp
#	source/sw/src/console.cpp
#	source/sw/src/coolie.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/hornet.cpp
#	source/sw/src/jbhlp.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/jsector.cpp
#	source/sw/src/menus.cpp
#	source/sw/src/miscactr.cpp
#	source/sw/src/network.cpp
#	source/sw/src/ninja.cpp
#	source/sw/src/player.cpp
#	source/sw/src/save.cpp
#	source/sw/src/serp.cpp
#	source/sw/src/setup.cpp
#	source/sw/src/sounds.cpp
#	source/sw/src/sprite.cpp
#	source/sw/src/swconfig.cpp
#	source/sw/src/weapon.cpp
This commit is contained in:
ny00123 2020-03-06 15:49:49 +00:00 committed by Christoph Oelckers
parent 5a6096c740
commit 896de8aa1c
51 changed files with 186 additions and 984 deletions

View file

@ -499,8 +499,8 @@ DoFireFly(short SpriteNum)
int
DoGenerateSewerDebris(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], np;
USERp u = User[SpriteNum], nu;
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
short n;
static STATEp Debris[] =
@ -518,8 +518,6 @@ DoGenerateSewerDebris(short SpriteNum)
u->Tics = u->WaitTics;
n = SpawnSprite(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 200);
np = &sprite[n];
nu = User[n];
SetOwner(SpriteNum, n);
}
@ -805,8 +803,6 @@ DoActorStopFall(short SpriteNum)
// don't stand on face or wall sprites - jump again
if (u->lo_sp && !TEST(u->lo_sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
USERp tu = User[u->lo_sp - sprite];
//sp->ang = NORM_ANGLE(sp->ang + (RANDOM_P2(64<<8)>>8) - 32);
sp->ang = NORM_ANGLE(sp->ang + 1024 + (RANDOM_P2(512<<8)>>8));
u->jump_speed = -350;
@ -878,7 +874,6 @@ int
DoBeginJump(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);

View file

@ -64,7 +64,6 @@ void DebugMoveHit(short SpriteNum)
{
SPRITEp sp;
USERp u = User[SpriteNum];
extern SWBOOL DebugActor;
return;
@ -102,7 +101,6 @@ void DebugMoveHit(short SpriteNum)
SWBOOL ActorMoveHitReact(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// Should only return TRUE if there is a reaction to what was hit that
// would cause the calling function to abort
@ -112,11 +110,9 @@ SWBOOL ActorMoveHitReact(short SpriteNum)
case HIT_SPRITE:
{
short HitSprite = NORM_SPRITE(u->ret);
SPRITEp hsp;
USERp hu;
ANIMATORp action;
hsp = &sprite[HitSprite];
hu = User[HitSprite];
@ -317,7 +313,7 @@ CanSeePlayer(short SpriteNum)
int
CanHitPlayer(short SpriteNum)
{
USERp u = User[SpriteNum], hu;
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP, hp;
hitdata_t hitinfo;
int xvect,yvect,zvect;
@ -331,7 +327,6 @@ CanHitPlayer(short SpriteNum)
zhs = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
hp = u->tgt_sp;
hu = User[u->tgt_sp - sprite];
// get angle to target
ang = getangle(hp->x - sp->x, hp->y - sp->y);
@ -385,7 +380,7 @@ DoActorPickClosePlayer(short SpriteNum)
SPRITEp sp = User[SpriteNum]->SpriteP;
int dist, near_dist = MAX_ACTIVE_RANGE, a,b,c;
short pnum;
PLAYERp pp,tp;
PLAYERp pp;
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
SWBOOL ICanSee = FALSE;
@ -506,7 +501,6 @@ int
GetPlayerSpriteNum(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short pnum;
PLAYERp pp;
@ -628,9 +622,7 @@ DoActorActionDecide(short SpriteNum)
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int dist;
short pnum;
ANIMATORp action;
PLAYERp pp;
USERp pu=NULL;
SWBOOL ICanSee=FALSE;
@ -1275,8 +1267,6 @@ FindTrackToPlayer(USERp u)
short
FindTrackAwayFromPlayer(USERp u)
{
SPRITEp sp = u->SpriteP;
short point, track_dir, track;
unsigned int i;
@ -1322,8 +1312,6 @@ FindTrackAwayFromPlayer(USERp u)
short
FindWanderTrack(USERp u)
{
SPRITEp sp = u->SpriteP;
short point, track_dir, track;
unsigned int i;
@ -1396,7 +1384,6 @@ int
InitActorRunToward(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("InitActorRunToward\n");
@ -1501,7 +1488,6 @@ InitActorAttack(short SpriteNum)
{
//#define SUICIDE_HEALTH_VALUE 26
#define SUICIDE_HEALTH_VALUE 38
extern STATEp sg_NinjaGrabThroat[];
//#define SUICIDE_HEALTH_VALUE 50
if (u->Health < SUICIDE_HEALTH_VALUE)
@ -1685,7 +1671,6 @@ int
DoActorDuck(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
@ -2070,7 +2055,6 @@ int
InitActorPause(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
u->ActorActionFunc = DoActorPause;
@ -2087,7 +2071,6 @@ int
DoActorPause(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// Using Vis instead of WaitTics, var name sucks, but it's the same type
// WaitTics is used by too much other actor code and causes problems here

View file

@ -227,7 +227,7 @@ void
playanm(short anim_num)
{
unsigned char *animbuf;
int i, j, k, length = 0, numframes = 0;
int i, length = 0, numframes = 0;
int32_t handle = -1;
ANIMnum = anim_num;

View file

@ -561,7 +561,6 @@ void SetBorder(PLAYERp pp, int value)
void
SetRedrawScreen(PLAYERp pp)
{
BORDER_INFO *b;
if (pp != Player + myconnectindex)
return;
@ -575,8 +574,6 @@ SetRedrawScreen(PLAYERp pp)
// Redraw the BORDER_TILE only if getting smaller
BorderInfo = BorderInfoValues[gs.BorderNum];
b = &BorderInfo;
// test at redrawing the whole screen
RedrawScreen = TRUE;
}

View file

@ -764,7 +764,6 @@ int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, sh
WALLp wp;
int nx,ny;
short wall_ang;
int ret=0;
w = hit_wall;
wp = &wall[w];
@ -827,7 +826,6 @@ int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, sh
// If the tough parameter is not set, then it can't break tough walls and sprites
SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type)
{
short SpriteNum;
short match = wp->hitag;
if (match > 0)
@ -854,7 +852,6 @@ int KillBreakSprite(short BreakSprite)
{
SPRITEp bp = &sprite[BreakSprite];
USERp bu = User[BreakSprite];
short i;
// Does not actually kill the sprite so it will be valid for the rest
// of the loop traversal.
@ -1058,10 +1055,6 @@ int HitBreakSprite(short BreakSprite, short type)
SPRITEp sp;
SPRITEp bp = &sprite[BreakSprite];
USERp bu = User[BreakSprite];
short match = bp->lotag;
short match_extra;
short SpriteNum;
BREAK_INFOp break_info;
// ignore as a breakable if true
//if (sp->lotag == TAG_SPRITE_HIT_MATCH)

View file

@ -827,7 +827,6 @@ GetBunnyJumpHeight(short jump_speed, short jump_grav)
int
PickBunnyJumpSpeed(short SpriteNum, int pix_height)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(pix_height < 128);
@ -858,7 +857,6 @@ DoBunnyBeginJumpAttack(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp psp = User[SpriteNum]->tgt_sp;
int dist;
int CanSeePlayer(short SpriteNum);
short tang;
@ -1110,7 +1108,6 @@ DoBunnyQuickJump(short SpriteNum)
int
NullBunny(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -1137,7 +1134,6 @@ NullBunny(short SpriteNum)
int DoBunnyPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullBunny(SpriteNum);
@ -1257,9 +1253,8 @@ void BunnyHatch(short Weapon)
int BunnyHatch2(short Weapon)
{
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon];
short New,i;
short New;
SPRITEp np;
USERp nu;
@ -1466,7 +1461,6 @@ DoBunnyScrew(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int dist;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{

View file

@ -550,8 +550,6 @@ CHEAT_INFO ci[] =
// !JIM! My simplified version of CheatInput which simply processes MessageInputString
void CheatInput(void)
{
static SWBOOL cur_show;
int ret;
SWBOOL match = FALSE;
unsigned int i;

View file

@ -589,12 +589,10 @@ NewCoolg(short SpriteNum)
int
DoCoolgBirth(short New)
{
SPRITEp sp;
USERp u;
ANIMATOR DoActorDecide;
u = User[New];
sp = &sprite[New];
u->Health = HEALTH_COOLIE_GHOST;
u->Attrib = &CoolgAttrib;
@ -617,7 +615,6 @@ DoCoolgBirth(short New)
int NullCoolg(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
u->ShellNum -= ACTORMOVETICS;
@ -751,7 +748,6 @@ int DoCoolgCircle(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = User[SpriteNum]->tgt_sp;
int nx,ny,bound;
@ -924,7 +920,6 @@ int DoCoolgMove(short SpriteNum)
int DoCoolgPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullCoolg(SpriteNum);

View file

@ -574,7 +574,6 @@ SetupCoolie(short SpriteNum)
int NewCoolg(short);
int SpawnCoolg(short SpriteNum)
{
USERp u = User[SpriteNum];
// Don't do a ghost every time
if (RANDOM_RANGE(1000) > 700)
@ -593,7 +592,6 @@ int SpawnCoolg(short SpriteNum)
int CooliePain(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
@ -612,7 +610,6 @@ int CooliePain(short SpriteNum)
int NullCoolie(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
@ -659,7 +656,6 @@ int DoCoolieMove(short SpriteNum)
int InitCoolieCharge(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (RANDOM_P2(1024) > 950)
PlaySound(DIGI_COOLIESCREAM, sp, v3df_follow);
@ -677,11 +673,9 @@ int InitCoolieCharge(short SpriteNum)
int
DoCoolieWaitBirth(short SpriteNum)
{
SPRITEp sp;
USERp u;
u = User[SpriteNum];
sp = &sprite[SpriteNum];
if ((u->Counter -= ACTORMOVETICS) <= 0)
{

View file

@ -382,7 +382,6 @@ DemoPlayBack(void)
static int buf_ndx;
PLAYERp pp;
ControlInfo info;
int Xdim, Ydim, ScreenSize;
// Initialize Game part of network code (When ready2send != 0)
InitNetVars();

View file

@ -104,11 +104,9 @@ GetRotation(short tSpriteNum, int viewx, int viewy)
static short RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
static short RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
short rotation;
extern short screenpeek;
tspriteptr_t tsp = &tsprite[tSpriteNum];
USERp tu = User[tsp->owner];
PLAYERp pp = Player + screenpeek;
short angle2;
if (tu->RotNum == 0)
@ -243,7 +241,6 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
int ceilhit, florhit;
int hiz, loz = u->loz;
short save_cstat, bak_cstat;
SWBOOL found = FALSE;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
@ -666,8 +663,8 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
void
analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
{
int tSpriteNum, j, k;
short SpriteNum, pnum;
int tSpriteNum;
short SpriteNum;
int smr4, smr2;
USERp tu;
static int ang = 0;
@ -1149,7 +1146,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, short *nang, short horiz)
vec3_t n = { *nx, *ny, *nz };
SPRITEp sp;
hitdata_t hitinfo;
int i, vx, vy, vz, hx, hy, hz;
int i, vx, vy, vz, hx, hy;
short bakcstat, daang;
PLAYERp pp = &Player[screenpeek];
short ang;
@ -1268,7 +1265,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, short *nang, short horiz)
vec3_t n = { *nx, *ny, *nz };
SPRITEp sp;
hitdata_t hitinfo;
int i, vx, vy, vz, hx, hy, hz;
int i, vx, vy, vz, hx, hy;
short bakcstat, daang;
PLAYERp pp = &Player[screenpeek];
short ang;
@ -1555,7 +1552,6 @@ void DrawMessageInput(PLAYERp pp)
void DrawCrosshair(PLAYERp pp)
{
extern int CrosshairX, CrosshairY;
extern SWBOOL DemoMode,CameraTestMode;
if (!cl_crosshair)
@ -1813,16 +1809,9 @@ void PreDrawStackedWater(void)
{
short si,snexti;
short i,nexti;
SPRITEp sp,np;
SPRITEp sp;
USERp u,nu;
short New;
int smr4,smr2;
int x,y,z;
short ang;
PLAYERp pp = Player + screenpeek;
smr4 = smoothratio + (((int) MoveSkip4) << 16);
smr2 = smoothratio + (((int) MoveSkip2) << 16);
TRAVERSE_SPRITE_STAT(headspritestat[STAT_CEILING_FLOOR_PIC_OVERRIDE], si, snexti)
{
@ -1846,8 +1835,6 @@ void PreDrawStackedWater(void)
New = ConnectCopySprite((uspritetype const *)sp);
if (New >= 0)
{
np = &sprite[New];
// spawn a user
User[New] = nu = (USERp)CallocMem(sizeof(USER), 1);
ASSERT(nu != NULL);
@ -1946,10 +1933,9 @@ void
drawscreen(PLAYERp pp)
{
extern SWBOOL DemoMode,CameraTestMode;
int tx, ty, tz,thoriz,pp_siz;
int tx, ty, tz,thoriz;
short tang,tsectnum;
short i,j;
int tiltlock;
int bob_amt = 0;
int quake_z, quake_x, quake_y;
short quake_ang;
@ -2064,7 +2050,6 @@ drawscreen(PLAYERp pp)
pp->six = tx;
pp->siy = ty;
pp->siz = tz - pp->posz;
pp_siz = tz;
pp->siang = tang;
if (pp->sop_riding || pp->sop_control)
@ -2320,7 +2305,6 @@ DrawCompass(PLAYERp pp)
short x;
short i;
int flags;
PANEL_SPRITEp psp;
static short CompassPic[32] =
{

View file

@ -448,7 +448,6 @@ NewEel(short SpriteNum)
int NullEel(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
@ -604,7 +603,6 @@ DoEelDeath(short SpriteNum)
int DoEelMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(u->Rot != NULL);

View file

@ -599,9 +599,6 @@ setup2dscreen(void)
void TerminateGame(void)
{
int i,j;
int oldtotalclock;
DemoTerm();
ErrorCorrectionQuit();
@ -944,9 +941,7 @@ void InitNewGame(void)
void FindLevelInfo(char *map_name, short *level)
{
char *ptr;
char buff[16];
short i,j;
short j;
for (j = 1; j <= MAX_LEVELS; j++)
{
@ -1440,7 +1435,6 @@ void PlayTheme()
void LogoLevel(void)
{
char called;
int fin;
if (userConfig.nologo) return;
@ -1507,9 +1501,6 @@ void LogoLevel(void)
void CreditsLevel(void)
{
char called;
int fin;
int i;
int curpic;
int handle;
uint32_t timer = 0;
@ -1610,7 +1601,6 @@ void SybexScreen(void)
void
TitleLevel(void)
{
char called;
int fin;
unsigned char backup_pal[256*3];
unsigned char pal[PAL_SIZE];
@ -1707,8 +1697,6 @@ void IntroAnimLevel(void)
void MenuLevel(void)
{
char called;
int fin;
short w,h;
M_StartControlPanel(false);
@ -1795,7 +1783,6 @@ void MenuLevel(void)
{
if (MultiPlayQuitFlag)
{
short pnum;
uint8_t pbuf[1];
QuitFlag = TRUE;
pbuf[0] = PACKET_TYPE_MENU_LEVEL_QUIT;
@ -1876,7 +1863,6 @@ void LoadingLevelScreen(char *level_name)
{
short w,h;
extern SWBOOL DemoMode;
extern char *MNU_LevelName[28];
DrawLoadLevelScreen();
if (DemoMode)
@ -1955,10 +1941,7 @@ void BonusScreen(PLAYERp pp)
int minutes,seconds,second_tics;
short w,h;
short pic,limit;
int zero=0;
int handle = 0;
short LI_Num;
short limit;
#define BONUS_SCREEN_PIC 5120
@ -2221,14 +2204,8 @@ void EndGameSequence(void)
void StatScreen(PLAYERp mpp)
{
int minutes,seconds,second_tics;
extern SWBOOL FinishedLevel;
extern int PlayClock;
extern short LevelSecrets;
extern short TotalKillable;
short w,h;
int zero=0;
int handle=0;
short rows,cols,i,j;
PLAYERp pp = NULL;
@ -2542,7 +2519,6 @@ void InitPlayerGameSettings(void)
void InitRunLevel(void)
{
int i;
if (DemoEdit)
return;
@ -2627,7 +2603,6 @@ void faketimerhandler();
void RunLevel(void)
{
int i;
InitRunLevel();
#if 0
@ -2755,13 +2730,10 @@ void CommandLineHelp(char const * const * argv)
int32_t GameInterface::app_main()
{
int i;
int stat, nexti;
char type;
extern int MovesPerPacket;
void DoSector(void);
void gameinput(void);
int cnt = 0;
uint32_t TotalMemory;
automapping = 1;
BorderAdjust = true;
@ -2803,7 +2775,6 @@ int32_t GameInterface::app_main()
void ManualPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
int i;
if (numplayers < MAX_SW_PLAYERS)
{
@ -2834,7 +2805,6 @@ void ManualPlayerInsert(PLAYERp pp)
void BotPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
int i;
if (numplayers < MAX_SW_PLAYERS)
{
@ -2867,7 +2837,6 @@ void ManualPlayerDelete(PLAYERp cur_pp)
{
short i, nexti;
USERp u;
short save_myconnectindex;
PLAYERp pp;
if (numplayers > 1)
@ -2903,7 +2872,6 @@ char WangBangMacro[10][64];
void
FunctionKeys(PLAYERp pp)
{
extern SWBOOL GamePaused;
static int rts_delay = 0;
int fn_key = 0;
@ -3002,7 +2970,6 @@ FunctionKeys(PLAYERp pp)
void PauseKey(PLAYERp pp)
{
extern SWBOOL GamePaused,CheatInputMode;
extern SWBOOL enabled;
if (inputState.GetKeyStatus(sc_Pause) && !CommEnabled && !InputMode && !M_Active() && !CheatInputMode && !ConPanel)
{
@ -3051,11 +3018,9 @@ short MirrorDelay;
void getinput(SW_PACKET *loc)
{
SWBOOL found = FALSE;
int i;
PLAYERp pp = Player + myconnectindex;
PLAYERp newpp = Player + myconnectindex;
int pnum = myconnectindex;
int inv_hotkey = 0;
#define TURBOTURNTIME (120/8)

View file

@ -721,7 +721,6 @@ SetupGirlNinja(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
USERp u;
ANIMATOR DoActorDecide;
short pic = sp->picnum;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
@ -757,7 +756,6 @@ int
DoGirlNinjaMove(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// jumping and falling
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING) && !TEST(u->Flags, SPR_CLIMBING))
@ -821,7 +819,6 @@ int
NullGirlNinja(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS;
@ -839,7 +836,6 @@ NullGirlNinja(short SpriteNum)
int DoGirlNinjaPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullGirlNinja(SpriteNum);

View file

@ -517,7 +517,6 @@ SetupGoro(short SpriteNum)
int NullGoro(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(SpriteNum >= 0);
@ -533,7 +532,6 @@ int NullGoro(short SpriteNum)
int DoGoroPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(SpriteNum >= 0);
@ -547,7 +545,6 @@ int DoGoroPain(short SpriteNum)
int DoGoroMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(SpriteNum >= 0);

View file

@ -337,7 +337,6 @@ SetupHornet(short SpriteNum)
int NullHornet(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
@ -460,7 +459,6 @@ int DoHornetCircle(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = User[SpriteNum]->tgt_sp;
int nx,ny,bound;
sp->ang = NORM_ANGLE(sp->ang + u->Counter2);

View file

@ -110,9 +110,7 @@ void PanelInvTestSuicide(PANEL_SPRITEp psp);
void UpdateMiniBar(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short i;
int x,y;
SWBOOL found;
INVENTORY_DATAp id;
extern SWBOOL PanelUpdateMode;
@ -258,7 +256,6 @@ void KillAllPanelInv(PLAYERp pp)
PANEL_SPRITEp SpawnIcon(PLAYERp pp, PANEL_STATEp state)
{
PANEL_SPRITEp psp;
short i;
psp = pSpawnSprite(pp, state, PRI_FRONT, 0, 0);
@ -352,8 +349,6 @@ void UseInventoryMedkit(PLAYERp pp)
//////////////////////////////////////////////////////////////////////
void UseInventoryChemBomb(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short diff;
short inv = INVENTORY_CHEMBOMB;
if (!pp->InventoryAmount[inv])
@ -377,8 +372,6 @@ void UseInventoryChemBomb(PLAYERp pp)
//////////////////////////////////////////////////////////////////////
void UseInventoryFlashBomb(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short diff;
short inv = INVENTORY_FLASHBOMB;
if (!pp->InventoryAmount[inv])
@ -402,8 +395,6 @@ void UseInventoryFlashBomb(PLAYERp pp)
//////////////////////////////////////////////////////////////////////
void UseInventoryCaltrops(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short diff;
short inv = INVENTORY_CALTROPS;
if (!pp->InventoryAmount[inv])
@ -428,7 +419,6 @@ void UseInventoryCaltrops(PLAYERp pp)
void UseInventoryRepairKit(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
short inv = INVENTORY_REPAIR_KIT;
//PlaySound(DIGI_TOOLBOX, pp, v3df_none);
@ -585,7 +575,6 @@ DoPlayerNightVisionPalette(PLAYERp pp)
void
UseInventoryNightVision(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
#define NIGHT_INVENTORY_TIME 30
if (pp->InventoryActive[pp->InventoryNum])
@ -606,8 +595,6 @@ UseInventoryNightVision(PLAYERp pp)
void
StopInventoryNightVision(PLAYERp pp, short InventoryNum)
{
SPRITEp sp = pp->SpriteP;
pp->InventoryActive[InventoryNum] = FALSE;
if (pp->InventoryPercent[InventoryNum] <= 0)
@ -951,9 +938,6 @@ void (*InventoryDisplayString)(PLAYERp, short, short, short, const char *);
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum)
{
USERp u = User[pp->PlayerSprite];
short w,h;
// Check for items that need to go translucent from use
if (pp->InventoryBarTics)
{
@ -1037,7 +1021,6 @@ void PlayerUpdateInventory(PLAYERp pp, short InventoryNum)
void PlayerUpdateInventoryPercent(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short x,y;
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
@ -1058,7 +1041,6 @@ void PlayerUpdateInventoryPercent(PLAYERp pp)
void PlayerUpdateInventoryPic(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
PANEL_SPRITEp psp;
short pic;
short x,y;
@ -1076,7 +1058,6 @@ void PlayerUpdateInventoryPic(PLAYERp pp)
void PlayerUpdateInventoryState(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short x,y;
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];

View file

@ -285,7 +285,7 @@ void addconquote(const char *daquote)
#define CON_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
void operateconfta(void)
{
int i, j, k;
int i, j;
if (!ConPanel) return; // If panel isn't up, don't draw anything
@ -422,7 +422,6 @@ void computergetinput(int snum, SW_PACKET *syn)
walltype *wal;
int myx, myy, myz, myang, mycursectnum;
USERp u;
short weap;
//extern SWBOOL Pachinko_Win_Cheat;
if (!MoveSkip4) return; // Make it so the bots don't slow the game down so bad!

View file

@ -57,8 +57,6 @@ short mirrorcnt; //, floormirrorcnt;
//short floormirrorsector[MAXMIRRORS];
SWBOOL mirrorinview;
static char tempbuf[/*max(576, */ MAXXDIM /*)*/];
SWBOOL MirrorMoveSkip16 = 0;
// Voxel stuff
@ -174,15 +172,14 @@ void
JS_SpriteSetup(void)
{
SPRITEp sp;
short SpriteNum = 0, NextSprite, ndx;
short SpriteNum = 0, NextSprite;
USERp u;
short i, num;
short i;
TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
{
short tag;
short bit;
sp = &sprite[SpriteNum];
tag = sp->hitag;
@ -304,11 +301,9 @@ JS_SpriteSetup(void)
/////////////////////////////////////////////////////
void JS_InitMirrors(void)
{
short startwall, endwall, dasector;
int i, j, k, s, dax, day, daz, dax2, day2;
short startwall, endwall;
int i, j, s;
short SpriteNum = 0, NextSprite;
SPRITEp sp;
static short on_cam = 0;
SWBOOL Found_Cam = FALSE;
@ -351,7 +346,6 @@ void JS_InitMirrors(void)
{
short ii, nextii;
SPRITEp sp;
USERp u;
mirror[mirrorcnt].ismagic = TRUE;
Found_Cam = FALSE;
@ -536,14 +530,12 @@ short camplayerview = 1; // Don't show yourself!
void
JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
{
int j, dx, dy, top, bot, cnt;
int x1, y1, x2, y2, ox1, oy1, ox2, oy2, dist, maxdist;
int tposx, tposy, thoriz;
int tcx, tcy, tcz; // Camera
int tiltlock, *longptr;
int j, cnt;
int dist;
int tposx, tposy; // Camera
int *longptr;
fix16_t tang;
char ch, *ptr, *ptr2, *ptr3, *ptr4;
char tvisibility, palok;
char tvisibility;
// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
// drift!
@ -620,7 +612,7 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
{
SPRITEp sp=NULL;
int camhoriz;
short wall_ang, w, nw, da, tda;
short w;
int dx, dy, dz, tdx, tdy, tdz, midx, midy;
@ -639,7 +631,6 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
// Calculate the angle of the mirror wall
w = mirror[cnt].mirrorwall;
nw = wall[w].point2;
// Get wall midpoint for offset in mirror view
midx = (wall[w].x + wall[wall[w].point2].x) / 2;
@ -811,8 +802,6 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
void
DoAutoSize(tspriteptr_t tspr)
{
short i;
if (!bAutoSize)
return;
@ -963,8 +952,6 @@ short rotang = 0;
void
JAnalyzeSprites(tspriteptr_t tspr)
{
int i, currsprite;
rotang += 4;
if (rotang > 2047)
rotang = 0;
@ -1024,8 +1011,6 @@ OrgTileList orgsectorfloorlist; // The list containing orginal sector
void
InsertOrgTile(OrgTileP tp, OrgTileListP thelist)
{
OrgTileP cur, nxt;
ASSERT(tp);
ASSERT(ValidPtr(tp));
@ -1045,7 +1030,6 @@ InsertOrgTile(OrgTileP tp, OrgTileListP thelist)
OrgTileP
InitOrgTile(OrgTileListP thelist)
{
int i;
OrgTileP tp;
@ -1158,8 +1142,7 @@ JS_PlockError(short wall_num, short t)
void
JS_InitLockouts(void)
{
SPRITEp sp;
short i, num;
short i;
OrgTileP tp;
INITLIST(&orgwalllist); // The list containing orginal wall
@ -1249,8 +1232,7 @@ JS_InitLockouts(void)
void
JS_ToggleLockouts(void)
{
SPRITEp sp;
short i, num;
short i;
OrgTileP tp;

View file

@ -379,7 +379,6 @@ DoBloodSpray(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
int32_t dax, day, daz;
int cz,fz;
if (TEST(u->Flags, SPR_UNDERWATER))
@ -428,10 +427,9 @@ DoBloodSpray(int16_t Weapon)
return TRUE;
case HIT_SPRITE:
{
short wall_ang, dang;
short wall_ang;
short hit_sprite = NORM_SPRITE(u->ret);
SPRITEp hsp = &sprite[hit_sprite];
USERp hu = User[hit_sprite];
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
@ -456,7 +454,7 @@ DoBloodSpray(int16_t Weapon)
case HIT_WALL:
{
short hit_wall, nw, wall_ang, dang;
short hit_wall, nw, wall_ang;
WALLp wph;
short wb;
@ -610,7 +608,6 @@ DoPhosphorus(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
int32_t dax, day, daz;
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -642,7 +639,7 @@ DoPhosphorus(int16_t Weapon)
return TRUE;
case HIT_SPRITE:
{
short wall_ang, dang;
short wall_ang;
short hit_sprite = -2;
SPRITEp hsp;
USERp hu;
@ -680,7 +677,7 @@ DoPhosphorus(int16_t Weapon)
case HIT_WALL:
{
short hit_wall, nw, wall_ang, dang;
short hit_wall, nw, wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
@ -837,7 +834,6 @@ DoChemBomb(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
int32_t dax, day, daz;
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -869,7 +865,7 @@ DoChemBomb(int16_t Weapon)
return TRUE;
case HIT_SPRITE:
{
short wall_ang, dang;
short wall_ang;
short hit_sprite;
SPRITEp hsp;
@ -907,7 +903,7 @@ DoChemBomb(int16_t Weapon)
case HIT_WALL:
{
short hit_wall, nw, wall_ang, dang;
short hit_wall, nw, wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
@ -1099,7 +1095,6 @@ DoCaltrops(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
int32_t dax, day, daz;
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -1128,7 +1123,7 @@ DoCaltrops(int16_t Weapon)
return TRUE;
case HIT_SPRITE:
{
short wall_ang, dang;
short wall_ang;
short hit_sprite;
SPRITEp hsp;
@ -1155,7 +1150,7 @@ DoCaltrops(int16_t Weapon)
case HIT_WALL:
{
short hit_wall, nw, wall_ang, dang;
short hit_wall, nw, wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
@ -1382,9 +1377,8 @@ PlayerInitChemBomb(PLAYERp pp)
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w, hit_sprite;
short w;
short oclipdist;
int dist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
@ -1469,9 +1463,7 @@ InitSpriteChemBomb(int16_t SpriteNum)
USERp wu;
SPRITEp sp = &sprite[SpriteNum], wp;
int nx, ny, nz;
short w, hit_sprite;
short oclipdist;
int dist;
short w;
PlaySound(DIGI_THROW, sp, v3df_dontpan | v3df_doppler);
@ -1525,9 +1517,7 @@ InitChemBomb(short SpriteNum)
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w, hit_sprite;
short oclipdist;
int dist;
short w;
// Need to make it take away from inventory weapon list
@ -1599,12 +1589,12 @@ InitChemBomb(short SpriteNum)
int
PlayerInitFlashBomb(PLAYERp pp)
{
short pnum, i, nexti;
short i, nexti;
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
SPRITEp sp = pp->SpriteP, hp;
USERp u = User[pp->PlayerSprite], hu;
USERp hu;
PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
@ -1668,12 +1658,12 @@ PlayerInitFlashBomb(PLAYERp pp)
int
InitFlashBomb(int16_t SpriteNum)
{
short pnum, i, nexti;
short i, nexti;
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
SPRITEp sp = &sprite[SpriteNum], hp;
USERp u = User[SpriteNum], hu;
USERp hu;
PLAYERp pp = Player + screenpeek;
PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
@ -1828,9 +1818,8 @@ PlayerInitCaltrops(PLAYERp pp)
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w, hit_sprite;
short w;
short oclipdist, i;
int dist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
@ -1913,9 +1902,7 @@ InitCaltrops(int16_t SpriteNum)
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w, hit_sprite;
short oclipdist, i;
int dist;
short w;
PlaySound(DIGI_THROW, sp, v3df_dontpan | v3df_doppler);
@ -1966,9 +1953,8 @@ InitPhosphorus(int16_t SpriteNum)
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w, hit_sprite;
short oclipdist, i, daang;
int dist;
short w;
short daang;
PlaySound(DIGI_FIREBALL1, sp, v3df_follow);
@ -2026,9 +2012,8 @@ InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity)
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w, hit_sprite;
short oclipdist, i, cnt, ang, vel, rnd;
int dist;
short w;
short i, cnt, ang, vel, rnd;
if (dogib)
@ -2112,7 +2097,6 @@ int
BloodSprayFall(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
sp->z += 1500;
@ -2155,9 +2139,7 @@ int
DoFlagRangeTest(short Weapon, short range)
{
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon];
USERp u;
SPRITEp sp;
short i, nexti;
unsigned int stat;
@ -2169,7 +2151,6 @@ DoFlagRangeTest(short Weapon, short range)
TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti)
{
sp = &sprite[i];
u = User[i];
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
@ -2483,10 +2464,8 @@ InitShell(int16_t SpriteNum, int16_t ShellNum)
SPRITEp sp = &sprite[SpriteNum], wp;
int nx, ny, nz;
short w;
short oclipdist,id=0,velocity=0;
int dist;
short id=0,velocity=0;
STATEp p=NULL;
int zvel;
extern STATE s_UziShellShrap[];
extern STATE s_ShotgunShellShrap[];

View file

@ -489,7 +489,6 @@ SetupLava(short SpriteNum)
int NullLava(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
@ -503,7 +502,6 @@ int NullLava(short SpriteNum)
int DoLavaMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))

View file

@ -54,7 +54,6 @@ BEGIN_SW_NS
void SectorLightShade(SPRITEp sp, short intensity)
{
short w, startwall, endwall;
void *void_ptr;
int8_t* wall_shade;
short base_shade;
short wallcount;
@ -286,7 +285,6 @@ void DoLighting(void)
{
short i,nexti;
SPRITEp sp;
short count;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_LIGHTING],i,nexti)

View file

@ -282,8 +282,6 @@ int MultiClipMove(PLAYERp pp, int z, int floor_dist)
{
int i;
int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
SPRITEp sp = pp->sop->sp_child;
USERp u = User[sp - sprite];
SECTOR_OBJECTp sop = pp->sop;
short ang;
short min_ndx = 0;
@ -446,13 +444,8 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
//Ken gives the tank clippin' a try...
int RectClipMove(PLAYERp pp, int *qx, int *qy)
{
SECTORp *sectp;
SECTOR_OBJECTp sop = pp->sop;
WALLp wp;
int count=0;
int i;
vec2_t xy[4];
short startwall,endwall;
int point_num;
for (i = 0; i < 4; i++)
@ -533,8 +526,6 @@ short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy
int i;
vec2_t xy[4];
SECTOR_OBJECTp sop = pp->sop;
int ret;
short ang;
short rot_ang;
int point_num;

View file

@ -535,7 +535,7 @@ void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor)
#define MAXFADETICS 5
void DoPaletteFlash(PLAYERp pp)
{
int i, palreg, tmpreg1 = 0, tmpreg2 = 0;
int palreg, tmpreg1 = 0, tmpreg2 = 0;
unsigned char* pal_ptr = &ppalette[screenpeek][0];

View file

@ -156,8 +156,6 @@ int DoToiletGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
SWBOOL ICanSee = FALSE;
DoActorPickClosePlayer(SpriteNum);
@ -247,7 +245,6 @@ int NullToiletGirl(short SpriteNum)
int ToiletGirlUzi(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
@ -264,7 +261,6 @@ int ToiletGirlUzi(short SpriteNum)
int ToiletGirlPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullToiletGirl(SpriteNum);
@ -399,7 +395,6 @@ int DoWashGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
SWBOOL ICanSee = FALSE;
DoActorPickClosePlayer(SpriteNum);
@ -495,7 +490,6 @@ int NullWashGirl(short SpriteNum)
int WashGirlUzi(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
@ -512,7 +506,6 @@ int WashGirlUzi(short SpriteNum)
int WashGirlPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullWashGirl(SpriteNum);
@ -611,8 +604,6 @@ int DoTrashCan(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
//(*u->ActorActionFunc) (SpriteNum);
@ -633,7 +624,6 @@ int DoTrashCan(short SpriteNum)
int TrashCanPain(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
@ -885,9 +875,7 @@ int PachinkoCheckWin(short SpriteNum)
int Pachinko1Operate(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
short rnd;
PLAYERp pp = Player + myconnectindex;
rnd = RANDOM_RANGE(1000);
if (rnd > 900)
@ -1279,8 +1267,6 @@ int DoCarGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
SWBOOL ICanSee = FALSE;
DoActorPickClosePlayer(SpriteNum);
@ -1368,7 +1354,6 @@ int NullCarGirl(short SpriteNum)
int CarGirlUzi(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
@ -1385,7 +1370,6 @@ int CarGirlUzi(short SpriteNum)
int CarGirlPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullCarGirl(SpriteNum);
@ -1502,8 +1486,6 @@ int DoMechanicGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
SWBOOL ICanSee = FALSE;
DoActorPickClosePlayer(SpriteNum);
@ -1591,7 +1573,6 @@ int NullMechanicGirl(short SpriteNum)
int MechanicGirlDrill(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
@ -1608,7 +1589,6 @@ int MechanicGirlDrill(short SpriteNum)
int MechanicGirlPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullMechanicGirl(SpriteNum);
@ -1726,8 +1706,6 @@ int DoSailorGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
SWBOOL ICanSee = FALSE;
DoActorPickClosePlayer(SpriteNum);
@ -1824,7 +1802,6 @@ int NullSailorGirl(short SpriteNum)
int SailorGirlThrow(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
@ -1841,7 +1818,6 @@ int SailorGirlThrow(short SpriteNum)
int SailorGirlPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullSailorGirl(SpriteNum);
@ -1942,7 +1918,6 @@ int DoPruneGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
SWBOOL ICanSee = FALSE;
DoActorPickClosePlayer(SpriteNum);
@ -2045,7 +2020,6 @@ int NullPruneGirl(short SpriteNum)
int PruneGirlUzi(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
@ -2062,7 +2036,6 @@ int PruneGirlUzi(short SpriteNum)
int PruneGirlPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullPruneGirl(SpriteNum);

View file

@ -515,7 +515,6 @@ void
CheckVersion(int GameVersion)
{
short pnum;
PACKET_VERSION p;
#define VERSION_MSG "You cannot play with different versions!"
if (!CommEnabled)
@ -554,9 +553,6 @@ CheckVersion(int GameVersion)
void
Connect(void)
{
int players_found, i, yline;
short other;
if (CommEnabled)
{
#if 0
@ -586,7 +582,6 @@ void
waitforeverybody(void)
{
int i, size = 1;
short other;
if (!CommEnabled)
return;
@ -689,7 +684,6 @@ SWBOOL MyCommPlayerQuit(void)
{
if (TEST_SYNC_KEY(Player + i, SK_QUIT_GAME))
{
short pnum;
found = TRUE;
quit_player_index = i;
@ -761,7 +755,6 @@ SWBOOL MyCommPlayerQuit(void)
SWBOOL MenuCommPlayerQuit(short quit_player)
{
PLAYERp pp;
short i;
short prev_player = 0;
short pnum;
@ -778,8 +771,6 @@ SWBOOL MenuCommPlayerQuit(short quit_player)
TRAVERSE_CONNECT(i)
{
pp = Player + i;
// have to reorder the connect list
if (i != quit_player)
{
@ -813,7 +804,7 @@ SWBOOL MenuCommPlayerQuit(short quit_player)
void ErrorCorrectionQuit(void)
{
int oldtotalclock;
short i,j;
short j;
if (CommPlayers > 1)
{
@ -910,10 +901,8 @@ AddSyncInfoToPacket(int *j)
void
faketimerhandler(void)
{
short other, packbufleng;
int i, j, k, l;
int i, j, k;
PLAYERp pp;
short pnum;
extern SWBOOL BotMode;
#if 0
@ -1231,7 +1220,7 @@ void
getpackets(void)
{
int otherconnectindex, packbufleng;
int i, j, k, l, fifoCheck, sb;
int i, j, sb;
PLAYERp pp;
SW_PACKET tempinput;

View file

@ -1981,7 +1981,6 @@ DoNinjaGrabThroat(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short cnt,i;
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
{
@ -2021,7 +2020,6 @@ int
DoNinjaMove(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags2, SPR2_DYING))
{
@ -2101,7 +2099,6 @@ int
NullNinja(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS;
@ -2119,7 +2116,6 @@ NullNinja(short SpriteNum)
int DoNinjaPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullNinja(SpriteNum);
@ -2181,8 +2177,7 @@ DoNinjaCeiling(short SpriteNum)
void
InitAllPlayerSprites(void)
{
short i, sp_num;
USERp u;
short i;
TRAVERSE_CONNECT(i)
{
@ -2393,7 +2388,6 @@ void
PlayerSpriteLoadLevel(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
ChangeState(SpriteNum, s_NinjaRun[0]);
u->Rot = sg_NinjaRun;
@ -2403,7 +2397,7 @@ PlayerSpriteLoadLevel(short SpriteNum)
void
InitPlayerSprite(PLAYERp pp)
{
short i, sp_num;
short sp_num;
SPRITE *sp;
USERp u;
int pnum = pp - Player;

View file

@ -132,7 +132,6 @@ void pNullAnimator(PANEL_SPRITEp psp)
PANEL_SPRITEp pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
{
PANEL_SPRITEp nsp;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -152,7 +151,6 @@ PANEL_SPRITEp pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pri)
{
PANEL_SPRITEp nsp;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -172,7 +170,6 @@ PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pr
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
SWBOOL found = FALSE;
@ -418,7 +415,7 @@ void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
short WeaponNum,min_ammo;
short WeaponNum;
#define PANEL_AMMO_BOX_X 197
#define PANEL_AMMO_XOFF 1
@ -578,8 +575,6 @@ void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
void PlayerUpdateKills(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
#define PANEL_KILLS_X 31
#define PANEL_KILLS_Y 164
@ -626,7 +621,6 @@ void PlayerUpdateKills(PLAYERp pp, short value)
void PlayerUpdateArmor(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
#define PANEL_ARMOR_BOX_X 56
@ -666,7 +660,6 @@ void PlayerUpdateKeys(PLAYERp pp)
#define PANEL_KEYS_YOFF 2
#define KEYS_ERASE 2402
USERp u = User[pp->PlayerSprite];
short x,y;
short row,col;
short i, xsize, ysize;
@ -743,8 +736,6 @@ void PlayerUpdateKeys(PLAYERp pp)
void PlayerUpdateTimeLimit(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short x,y;
int seconds;
if (Prediction)
@ -770,7 +761,6 @@ void PlayerUpdateTimeLimit(PLAYERp pp)
void PlayerUpdatePanelInfo(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
int i;
if (Prediction)
return;
@ -1740,8 +1730,6 @@ PANEL_STATE ps_RetractStar[] =
void
pStarRestTest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
@ -2931,8 +2919,6 @@ void
SpawnUziShell(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp shell;
int i, rand_val;
if (psp->State && TEST(psp->State->flags, psf_Xflip))
{
@ -3236,7 +3222,6 @@ pShotgunSetRecoil(PANEL_SPRITEp psp)
void
pShotgunRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
int targetvel;
int x = FIXED(psp->x, psp->xfract);
@ -3749,8 +3734,6 @@ pRailSetRecoil(PANEL_SPRITEp psp)
void
pRailRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
@ -4197,8 +4180,6 @@ InitWeaponHothead(PLAYERp pp)
void
pHotheadRestTest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
@ -4645,8 +4626,6 @@ InitWeaponMicro(PLAYERp pp)
void
pMicroRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
@ -7323,9 +7302,7 @@ pDisplaySprites(PLAYERp pp)
USERp u = User[pp->PlayerSprite];
PANEL_SPRITEp psp=NULL, next=NULL;
short shade, picnum, overlay_shade = 0;
char KenFlags;
int x, y;
int smoothratio;
unsigned i;
uint8_t pal = 0;
@ -7339,7 +7316,6 @@ pDisplaySprites(PLAYERp pp)
{
ASSERT(ValidPtr(psp));
ang = psp->rotate_ang;
KenFlags = 0;
shade = 0;
flags = 0;
x = psp->x;

View file

@ -1096,7 +1096,6 @@ DoPlayerSpriteThrow(PLAYERp pp)
int
DoPlayerSpriteReset(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
PLAYERp pp;
@ -1337,8 +1336,6 @@ DoPlayerTeleportPause(PLAYERp pp)
void
DoPlayerTeleportToSprite(PLAYERp pp, SPRITEp sp)
{
int cz, fz;
pp->pang = pp->oang = sp->ang;
pp->posx = pp->oposx = pp->oldposx = sp->x;
pp->posy = pp->oposy = pp->oldposy = sp->y;
@ -1356,8 +1353,6 @@ DoPlayerTeleportToSprite(PLAYERp pp, SPRITEp sp)
void
DoPlayerTeleportToOffset(PLAYERp pp)
{
int fz,cz;
pp->oposx = pp->oldposx = pp->posx;
pp->oposy = pp->oldposy = pp->posy;
@ -1371,7 +1366,6 @@ DoSpawnTeleporterEffect(SPRITEp sp)
{
extern STATE s_TeleportEffect[];
short effect;
USERp eu;
int nx, ny;
SPRITEp ep;
@ -1386,7 +1380,6 @@ DoSpawnTeleporterEffect(SPRITEp sp)
sp->ang, 0);
ep = &sprite[effect];
eu = User[effect];
setspritez(effect, (vec3_t *)ep);
@ -1404,8 +1397,6 @@ DoSpawnTeleporterEffectPlace(SPRITEp sp)
{
extern STATE s_TeleportEffect[];
short effect;
USERp eu;
int nx, ny;
SPRITEp ep;
effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
@ -1413,7 +1404,6 @@ DoSpawnTeleporterEffectPlace(SPRITEp sp)
sp->ang, 0);
ep = &sprite[effect];
eu = User[effect];
setspritez(effect, (vec3_t *)ep);
@ -1428,8 +1418,8 @@ DoSpawnTeleporterEffectPlace(SPRITEp sp)
void
DoPlayerWarpTeleporter(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite], eu;
SPRITEp sp = pp->SpriteP, ep;
USERp u = User[pp->PlayerSprite];
SPRITEp sp = pp->SpriteP;
short pnum;
SPRITEp sp_warp;
@ -1552,7 +1542,6 @@ DoPlayerCrawlHeight(PLAYERp pp)
void
DoPlayerTurn(PLAYERp pp)
{
int doubvel;
short angvel;
#define TURN_SHIFT 2
@ -1977,7 +1966,6 @@ DoPlayerHorizon(PLAYERp pp)
void
DoPlayerBob(PLAYERp pp)
{
extern uint32_t MoveThingsCount;
int dist;
int amt;
@ -2042,8 +2030,6 @@ DoPlayerBeginRecoil(PLAYERp pp, short pix_amt)
void
DoPlayerRecoil(PLAYERp pp)
{
int dist;
// controls how fast you move through the sin table
pp->recoil_ndx += pp->recoil_speed;
@ -2064,7 +2050,6 @@ DoPlayerRecoil(PLAYERp pp)
void
DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_speed)
{
USERp u = User[pp->PlayerSprite];
SPRITEp sp = pp->SpriteP;
pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
@ -2343,7 +2328,6 @@ DoPlayerSlide(PLAYERp pp)
void PlayerMoveHitDebug(short ret)
{
SPRITEp sp;
extern SWBOOL DebugActor;
switch (TEST(ret, HIT_MASK))
{
@ -2554,13 +2538,9 @@ void PlayerSectorBound(PLAYERp pp, int amt)
void
DoPlayerMove(PLAYERp pp)
{
int i, ceilhit, florhit;
short nvel,svel;
int ret = 0;
SWBOOL slow = FALSE;
USERp u = User[pp->PlayerSprite];
int friction;
int oposz;
int save_cstat;
int push_ret = 0;
void SlipSlope(PLAYERp pp);
@ -2808,11 +2788,10 @@ void StopSOsound(short sectnum)
void
DoPlayerMoveBoat(PLAYERp pp)
{
int xvect, yvect, z;
int z;
int floor_dist;
int ret;
short save_sectnum;
USERp u = User[pp->PlayerSprite];
SECTOR_OBJECTp sop = pp->sop;
SW_PACKET last_input;
@ -2906,9 +2885,6 @@ void DoTankTreads(PLAYERp pp)
int j;
int dot;
SWBOOL reverse = FALSE;
WALLp wp;
short startwall,endwall;
int k;
if (Prediction)
return;
@ -3044,12 +3020,10 @@ DriveCrush(PLAYERp pp, int *x, int *y)
int testpointinquad(int x, int y, int *qx, int *qy);
SECTOR_OBJECTp sop = pp->sop_control;
int radius;
SPRITEp sp;
USERp u;
int i,nexti;
short stat;
int dot;
SECTORp *sectp;
if (MoveSkip4 == 0)
@ -3059,8 +3033,6 @@ DriveCrush(PLAYERp pp, int *x, int *y)
if ((pp->xvect|pp->yvect) == 0 && pp->input.angvel == 0)
return;
radius = sop->clipdist;
// main sector
TRAVERSE_SPRITE_SECT(headspritesect[sop->op_main_sector], i, nexti)
{
@ -3201,14 +3173,12 @@ DriveCrush(PLAYERp pp, int *x, int *y)
void
DoPlayerMoveTank(PLAYERp pp)
{
int xvect, yvect, z;
int z;
int floor_dist;
int ret;
short save_sectnum;
SPRITEp sp = pp->sop->sp_child;
USERp u = User[sp - sprite];
int save_cstat;
int angvel;
int x[4], y[4], ox[4], oy[4];
int wallcount;
int count=0;
@ -3309,7 +3279,6 @@ DoPlayerMoveTank(PLAYERp pp)
if (RectClip)
{
int nx,ny;
hitdata_t hitinfo;
int vel;
int ret;
@ -3410,12 +3379,6 @@ DoPlayerMoveTank(PLAYERp pp)
void
DoPlayerMoveTurret(PLAYERp pp)
{
int xvect, yvect, z;
int floor_dist;
int ret;
short save_sectnum;
USERp u = User[pp->PlayerSprite];
DoPlayerTurnTurret(pp);
if (PLAYER_MOVING(pp) == 0)
@ -3834,13 +3797,11 @@ DoPlayerClimb(PLAYERp pp)
USERp u = User[pp->PlayerSprite];
int climb_amt;
char i;
short oldang, delta_ang;
SPRITEp sp = pp->SpriteP;
int climbvel;
int dot;
short sec,wal,spr;
int dist;
short lastsectnum;
SWBOOL LadderUpdate = FALSE;
if (Prediction)
@ -4059,7 +4020,6 @@ int
DoPlayerWadeSuperJump(PLAYERp pp)
{
hitdata_t hitinfo;
USERp u = User[pp->PlayerSprite];
unsigned i;
//short angs[3];
static short angs[3] = {0, 0, 0};
@ -4315,8 +4275,6 @@ DoPlayerCrawl(PLAYERp pp)
if (!TEST(pp->Flags, PF_PLAYER_MOVED))
{
extern STATEp sg_NinjaCrawl[];
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
}
@ -4346,7 +4304,6 @@ void
DoPlayerBeginFly(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
extern STATEp sg_NinjaFly[];
RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
SET(pp->Flags, PF_FLYING);
@ -4377,9 +4334,6 @@ int GetSinNdx(int range, int bob_amt)
void PlayerWarpUpdatePos(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
if (Prediction)
return;
@ -4413,8 +4367,6 @@ SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit)
void
DoPlayerFly(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
{
DoPlayerBeginDiveNoWarp(pp);
@ -4502,7 +4454,6 @@ PlayerOnLadder(PLAYERp pp)
short sec, wal, spr;
int dist, nx, ny;
unsigned i;
USERp u = User[pp->PlayerSprite];
SPRITEp lsp;
hitdata_t hitinfo;
int dir;
@ -4613,7 +4564,6 @@ int
PlayerInDiveArea(PLAYERp pp)
{
SECTORp sectp;
SWBOOL InMasked=FALSE;
if (pp->lo_sectp)
{
@ -4858,7 +4808,6 @@ void
DoPlayerWarpToUnderwater(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
SPRITEp sp = &sprite[pp->PlayerSprite];
short i, nexti;
SECT_USERp sectu = SectUser[pp->cursectnum];
SPRITEp under_sp = NULL, over_sp = NULL;
@ -4934,7 +4883,6 @@ void
DoPlayerWarpToSurface(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
SPRITEp sp = &sprite[pp->PlayerSprite];
short i, nexti;
SECT_USERp sectu = SectUser[pp->cursectnum];
short over, under;
@ -5137,9 +5085,6 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
void
DoPlayerStopDiveNoWarp(PLAYERp pp)
{
SPRITEp sp = &sprite[pp->PlayerSprite];
USERp u = User[pp->PlayerSprite];
if (Prediction)
return;
@ -5168,7 +5113,6 @@ DoPlayerStopDiveNoWarp(PLAYERp pp)
void
DoPlayerStopDive(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
SPRITEp sp = &sprite[pp->PlayerSprite];
if (Prediction)
@ -5199,9 +5143,8 @@ DoPlayerStopDive(PLAYERp pp)
void
DoPlayerDiveMeter(PLAYERp pp)
{
short color=0,i=0,metertics,meterunit;
short color=0,metertics,meterunit;
int y;
extern char buffer[];
if (NoMeters) return;
@ -5409,7 +5352,6 @@ DoPlayerDive(PLAYERp pp)
(PLAYER_MOVING(pp) && (RANDOM_P2(1024<<5)>>5) < 64))
{
short bubble;
USERp bu;
SPRITEp bp;
int nx,ny;
@ -5417,7 +5359,6 @@ DoPlayerDive(PLAYERp pp)
bubble = SpawnBubble(pp->SpriteP - sprite);
if (bubble >= 0)
{
bu = User[bubble];
bp = &sprite[bubble];
// back it up a bit to get it out of your face
@ -5835,8 +5776,6 @@ void
DoPlayerBeginOperate(PLAYERp pp)
{
SECTOR_OBJECTp sop;
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
int cz, fz;
int i;
@ -5934,8 +5873,6 @@ DoPlayerBeginOperate(PLAYERp pp)
void
DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
int cz, fz;
int i;
short save_sectnum;
@ -6110,7 +6047,6 @@ DoPlayerStopOperate(PLAYERp pp)
void
DoPlayerOperateTurret(PLAYERp pp)
{
short oldang;
short save_sectnum;
if (TEST_SYNC_KEY(pp, SK_OPERATE))
@ -6151,7 +6087,6 @@ DoPlayerOperateTurret(PLAYERp pp)
void
DoPlayerOperateBoat(PLAYERp pp)
{
short oldang;
short save_sectnum;
if (TEST_SYNC_KEY(pp, SK_OPERATE))
@ -6191,7 +6126,6 @@ DoPlayerOperateBoat(PLAYERp pp)
void
DoPlayerOperateTank(PLAYERp pp)
{
short oldang;
short save_sectnum;
//ASSERT(!TEST_SYNC_KEY(pp, SK_OPERATE));
@ -6405,7 +6339,6 @@ void
DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
{
int pnum;
short i;
SWBOOL SEND_OK = FALSE;
killer->KilledPlayer[pp-Player]++;
@ -6722,7 +6655,6 @@ DoPlayerDeathTilt(PLAYERp pp, short target, short speed)
void
DoPlayerDeathZrange(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
// make sure we don't land on a regular sprite
@ -6739,9 +6671,6 @@ DoPlayerDeathZrange(PLAYERp pp)
void DoPlayerDeathHurl(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
if (numplayers > 1)
{
if (TEST_SYNC_KEY(pp, SK_SHOOT))
@ -6770,9 +6699,6 @@ void DoPlayerDeathHurl(PLAYERp pp)
void DoPlayerDeathFollowKiller(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
// if it didn't make it to this angle because of a low ceiling or something
// continue on to it
DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
@ -6807,7 +6733,6 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
extern SWBOOL DemoMode,DemoDone;
extern SWBOOL InputMode;
//if (TEST_SYNC_KEY(pp, SK_OPERATE))
if (TEST_SYNC_KEY(pp, SK_SPACE_BAR))
@ -6975,8 +6900,8 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
void DoPlayerDeathMoveHead(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP, hp;
USERp u = User[pp->PlayerSprite], hu;
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
int dax,day;
short sectnum;
@ -7053,9 +6978,6 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
void DoPlayerDeathFlip(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
if (Prediction)
return;
@ -7092,7 +7014,6 @@ void DoPlayerDeathFlip(PLAYERp pp)
void DoPlayerDeathDrown(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite];
if (Prediction)
return;
@ -7763,8 +7684,6 @@ void UpdateScrollingMessages(void)
void UpdateConMessages(void)
{
short i;
if (!ConInputMode) return;
if ((klabs(conbotgoal-conbot) <= 12))
@ -7877,18 +7796,14 @@ domovethings(void)
{
extern SWBOOL DebugAnim;
extern SWBOOL DebugPanel;
extern SWBOOL DebugActor;
extern SWBOOL DebugSector;
extern SWBOOL DebugActorFreeze;
extern SWBOOL ResCheat;
extern int PlayClock;
short i, j, pnum, nexti;
short i, pnum;
extern SWBOOL GamePaused;
PLAYERp pp;
USERp u;
SPRITEp sp;
extern unsigned int MoveThingsCount;
extern SWBOOL ScrollMode2D;
extern SWBOOL ReloadPrompt;
extern int FinishTimer;
@ -8360,7 +8275,6 @@ InitMultiPlayerInfo(void)
int
DoFootPrints(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (u->PlayerP)

View file

@ -120,7 +120,6 @@ DoPrediction(PLAYERp ppp)
USERp u;
SPRITE spr;
int bakrandomseed;
short angvel;
// routine called from MoveLoop

View file

@ -299,7 +299,6 @@ int
SetGunQuake(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 40, 8, 40000);

View file

@ -884,7 +884,6 @@ GetJumpHeight(short jump_speed, short jump_grav)
int
PickJumpSpeed(short SpriteNum, int pix_height)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
//ASSERT(pix_height < 128);
@ -945,7 +944,6 @@ InitRipperHang(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int dist;
short ang2;
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
@ -1005,7 +1003,6 @@ InitRipperHang(short SpriteNum)
int
DoRipperHang(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if ((u->WaitTics -= ACTORMOVETICS) > 0)
@ -1060,9 +1057,7 @@ DoRipperMoveHang(short SpriteNum)
int
DoRipperHangJF(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
@ -1096,7 +1091,6 @@ DoRipperBeginJumpAttack(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp psp = User[SpriteNum]->tgt_sp;
int dist;
int CanSeePlayer(short SpriteNum);
short tang;
@ -1132,7 +1126,6 @@ DoRipperBeginJumpAttack(short SpriteNum)
int
DoRipperMoveJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
@ -1162,7 +1155,6 @@ DoRipperMoveJump(short SpriteNum)
int
DoRipperQuickJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
// Tests to see if ripper is on top of a player/enemy and then immediatly
@ -1188,7 +1180,6 @@ DoRipperQuickJump(short SpriteNum)
int
NullRipper(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
@ -1202,7 +1193,6 @@ NullRipper(short SpriteNum)
int DoRipperPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullRipper(SpriteNum);
@ -1236,7 +1226,6 @@ int DoRipperRipHeart(short SpriteNum)
int DoRipperStandHeart(short SpriteNum)
// CTW MODIFICATION END
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullRipper(SpriteNum);
@ -1300,7 +1289,6 @@ void RipperHatch(short Weapon)
int
DoRipperMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (u->scale_speed)

View file

@ -944,7 +944,6 @@ InitRipper2Hang(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int dist;
short ang2;
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
@ -1003,7 +1002,6 @@ InitRipper2Hang(short SpriteNum)
int
DoRipper2Hang(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if ((u->WaitTics -= ACTORMOVETICS) > 0)
@ -1066,9 +1064,7 @@ DoRipper2MoveHang(short SpriteNum)
int
DoRipper2HangJF(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
@ -1102,7 +1098,6 @@ DoRipper2BeginJumpAttack(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp psp = User[SpriteNum]->tgt_sp;
int dist;
int CanSeePlayer(short SpriteNum);
short tang;
@ -1145,7 +1140,6 @@ DoRipper2BeginJumpAttack(short SpriteNum)
int
DoRipper2MoveJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
@ -1175,7 +1169,6 @@ DoRipper2MoveJump(short SpriteNum)
int
DoRipper2QuickJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
// Tests to see if ripper2 is on top of a player/enemy and then immediatly
@ -1201,7 +1194,6 @@ DoRipper2QuickJump(short SpriteNum)
int
NullRipper2(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
@ -1215,7 +1207,6 @@ NullRipper2(short SpriteNum)
int DoRipper2Pain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullRipper2(SpriteNum);
@ -1357,9 +1348,6 @@ DoRipper2Move(short SpriteNum)
int InitRipper2Charge(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
DoActorSetSpeed(SpriteNum, FAST_SPEED);
InitActorMoveCloser(SpriteNum);

View file

@ -92,7 +92,6 @@ FAF_Sector(short sectnum)
{
short SpriteNum, Next;
SPRITEp sp;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], SpriteNum, Next)
{
@ -173,7 +172,6 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
// hitscan warping
if (TEST(wall[hitinfo->wall].cstat, CSTAT_WALL_WARP_HITSCAN))
{
short src_sect = hitinfo->sect;
short dest_sect;
MONO_PRINT(ds);
@ -558,7 +556,6 @@ void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
{
case HIT_SECTOR:
{
short hit_sector = NORM_SECTOR(*florhit);
break;
}
case HIT_SPRITE:
@ -670,9 +667,7 @@ void
SetupMirrorTiles(void)
{
short i, nexti;
short j, nextj;
SPRITEp sp;
SWBOOL found;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_FAF], i, nexti)
{
@ -768,7 +763,7 @@ short GlobStackSect[2];
void
GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
{
int i, j;
int i;
short sectorlist[16];
int sln = 0;
short SpriteNum, Next;
@ -888,7 +883,6 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
int yoff = 0;
short i, nexti;
SPRITEp sp = NULL;
short top_sprite = -1;
int pix_diff;
int newz;
@ -1063,10 +1057,7 @@ short
ViewSectorInScene(short cursectnum, short type, short level)
{
int i, nexti;
int j, nextj;
SPRITEp sp;
SPRITEp sp2;
int cz, fz;
short match;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_FAF], i, nexti)

View file

@ -49,7 +49,6 @@ void DoRotatorStopInterp(short SpriteNum);
void ReverseRotator(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
ROTATORp r;
r = u->rotator;
@ -100,7 +99,6 @@ void SetRotatorActive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
ROTATORp r;
r = u->rotator;
@ -124,7 +122,6 @@ void SetRotatorInactive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
DoRotatorStopInterp(SpriteNum);
@ -137,10 +134,7 @@ void SetRotatorInactive(short SpriteNum)
// called for operation from the space bar
short DoRotatorOperate(PLAYERp pp, short sectnum)
{
USERp fu;
SPRITEp fsp;
short match;
short i,nexti;
match = sector[sectnum].hitag;
@ -242,7 +236,6 @@ TestRotatorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short i,nexti;
@ -441,9 +434,6 @@ int DoRotator(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int *lptr;
int amt;
// could move this inside sprite control
DoRotatorMove(SpriteNum);

View file

@ -217,8 +217,6 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
MFILE_WRITE fil;
int i,j;
short ndx;
SPRITE tsp;
SPRITEp sp;
PLAYER tp;
PLAYERp pp;
SECT_USERp sectu;
@ -226,13 +224,10 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
USERp u;
ANIM tanim;
ANIMp a;
int8_t code;
uint8_t data_code;
int16_t data_ndx;
PANEL_SPRITE tpanel_sprite;
PANEL_SPRITEp psp,cur,next;
SECTOR_OBJECTp sop;
int cnt = 0, saveisshot=0;
int saveisshot=0;
OrgTileP otp, next_otp;
Saveable_Init();
@ -391,7 +386,6 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
// write header
MWRITE(&ndx,sizeof(ndx),1,fil);
sp = &sprite[i];
memcpy(&tu, User[i], sizeof(USER));
u = &tu;
@ -709,22 +703,13 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
int i,j,saveisshot=0;
short ndx,SpriteNum,sectnum;
PLAYERp pp = NULL;
SPRITEp sp;
USERp u;
SECTOR_OBJECTp sop;
SECT_USERp sectu;
int8_t code;
ANIMp a;
uint8_t data_code;
int16_t data_ndx;
PANEL_SPRITEp psp,next,cur;
PANEL_SPRITE tpanel_sprite;
OrgTileP otp, next_otp;
PANEL_SPRITEp psp,next;
OrgTileP otp;
int RotNdx;
int StateStartNdx;
int StateNdx;
int StateEndNdx;
Saveable_Init();
@ -835,7 +820,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
MREAD(&SpriteNum, sizeof(SpriteNum),1,fil);
while (SpriteNum != -1)
{
sp = &sprite[SpriteNum];
User[SpriteNum] = u = (USERp)CallocMem(sizeof(USER), 1);
MREAD(u,sizeof(USER),1,fil);

View file

@ -785,7 +785,7 @@ void LoadCustomInfoFromScript(const char *filename)
}
case CM_INVENTORY:
{
char *invtokptr = script->ltextptr, *invnumptr;
char *invnumptr;
int in;
char *name = NULL;
int amt = -1;
@ -835,7 +835,7 @@ void LoadCustomInfoFromScript(const char *filename)
}
case CM_WEAPON:
{
char *wpntokptr = script->ltextptr, *wpnnumptr;
char *wpnnumptr;
char *name = NULL, *ammo = NULL;
int maxammo = -1, damagemin = -1, damagemax = -1, pickup = -1, wpickup = -1;
int in,id;

View file

@ -267,7 +267,7 @@ WallSetup(void)
case TAG_WALL_SINE_Y_BEGIN:
case TAG_WALL_SINE_X_BEGIN:
{
short wall_num, cnt, last_wall, num_points, type, tag_end;
short wall_num, cnt, num_points, type, tag_end;
SINE_WALLp sw;
short range = 250, speed = 3, peak = 0;
@ -385,10 +385,10 @@ SectorLiquidSet(short i)
void
SectorSetup(void)
{
short i = 0, k, tag;
short NextSineWave = 0, rotcnt = 0, swingcnt = 0;
short i = 0, tag;
short NextSineWave = 0;
short startwall, endwall, j, ndx, door_sector;
short ndx;
WallSetup();
@ -848,8 +848,8 @@ SectorDistanceByMid(short sect1, int sect2)
short
DoSpawnActorTrigger(short match)
{
int i, nexti, pnum;
short spawn_count = 0, hidden;
int i, nexti;
short spawn_count = 0;
SPRITEp sp;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPAWN_TRIGGER], i, nexti)
@ -879,7 +879,6 @@ OperateSector(short sectnum, short player_is_operating)
if (!player_is_operating)
{
SPRITEp fsp;
short match;
short i,nexti;
@ -1040,8 +1039,6 @@ SectorExp(short SpriteNum, short sectnum, short orig_ang, int zh)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SECT_USERp sectu = SectUser[sectnum];
SECTORp sectp = &sector[sectnum];
short explosion;
SPRITEp exp;
USERp eu;
@ -1085,11 +1082,6 @@ DoExplodeSector(short match)
int zh;
USERp u;
short cf,nextcf;
short ed,nexted;
int ss, nextss;
SECTORp dsectp, ssectp;
SPRITEp src_sp, dest_sp;
SPRITEp esp;
SECTORp sectp;
@ -1136,7 +1128,6 @@ DoExplodeSector(short match)
int DoSpawnSpot(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
if ((u->WaitTics -= synctics) < 0)
{
@ -1916,7 +1907,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
case TAG_LEVEL_EXIT_SWITCH:
{
extern short Level;
extern SWBOOL QuitFlag, ExitLevel, FinishedLevel;
extern SWBOOL ExitLevel, FinishedLevel;
AnimateSwitch(sp, -1);
@ -2126,7 +2117,7 @@ OperateTripTrigger(PLAYERp pp)
case TAG_LEVEL_EXIT_SWITCH:
{
extern short Level;
extern SWBOOL QuitFlag, ExitLevel, FinishedLevel;
extern SWBOOL ExitLevel, FinishedLevel;
if (sectp->hitag)
Level = sectp->hitag;
@ -2337,9 +2328,6 @@ short PlayerTakeSectorDamage(PLAYERp pp)
#define PLAYER_SOUNDEVENT_TAG 900
SWBOOL NearThings(PLAYERp pp)
{
short sectnum;
short rndnum;
int daz;
short neartagsect, neartagwall, neartagsprite;
int neartaghitdist;
@ -2675,12 +2663,11 @@ PlayerOperateEnv(PLAYERp pp)
{
int neartaghitdist;
short neartagsector, neartagsprite, neartagwall;
short neartagsector, neartagwall;
neartaghitdist = nti[0].dist;
neartagsector = nti[0].sectnum;
neartagwall = nti[0].wallnum;
neartagsprite = nti[0].spritenum;
if (neartagsector >= 0 && neartaghitdist < 1024)
{
@ -2940,7 +2927,7 @@ DoAnim(int numtics)
void
AnimClear(void)
{
int i, animval;
int i;
#if 1
AnimCnt = 0;
@ -3290,7 +3277,6 @@ DoPanning(void)
void
DoSector(void)
{
short i;
SECTOR_OBJECTp sop;
SWBOOL riding;
extern SWBOOL DebugActorFreeze;

View file

@ -757,7 +757,6 @@ SetupSerp(short SpriteNum)
int NullSerp(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
@ -814,7 +813,6 @@ int DoSerpMove(short SpriteNum)
int DoDeathSpecial(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
DoMatchEverything(NULL, sp->lotag, ON);

View file

@ -538,7 +538,6 @@ SetupSkel(short SpriteNum)
int DoSkelInitTeleport(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -550,7 +549,6 @@ int DoSkelInitTeleport(short SpriteNum)
int DoSkelTeleport(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int x,y;
x = sp->x;
@ -584,7 +582,6 @@ int DoSkelTeleport(short SpriteNum)
int DoSkelTermTeleport(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -593,7 +590,6 @@ int DoSkelTermTeleport(short SpriteNum)
int NullSkel(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
@ -607,7 +603,6 @@ int NullSkel(short SpriteNum)
int DoSkelPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullSkel(SpriteNum);
@ -620,7 +615,6 @@ int DoSkelPain(short SpriteNum)
int DoSkelMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))

View file

@ -448,7 +448,6 @@ int DoSkullBob(short SpriteNum)
int DoSkullSpawnShrap(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
int SpawnShrap(short, short);
SpawnShrap(SpriteNum, -1);

View file

@ -43,7 +43,6 @@ BEGIN_SW_NS
void ReverseSlidor(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
ROTATORp r;
r = u->rotator;
@ -95,7 +94,6 @@ void SetSlidorActive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
ROTATORp r;
r = u->rotator;
@ -119,7 +117,6 @@ void SetSlidorInactive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
DoSlidorInterp(SpriteNum, stopinterpolation);
@ -132,10 +129,7 @@ void SetSlidorInactive(short SpriteNum)
// called for operation from the space bar
short DoSlidorOperate(PLAYERp pp, short sectnum)
{
USERp fu;
SPRITEp fsp;
short match;
short i,nexti;
match = sector[sectnum].hitag;
@ -238,7 +232,6 @@ TestSlidorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short i,nexti;
@ -502,11 +495,10 @@ int DoSlidorMoveWalls(short SpriteNum, int amt)
int DoSlidorInstantClose(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
short w, pw, startwall, endwall;
short w, startwall;
int diff;
w = startwall = sector[sprite[SpriteNum].sectnum].wallptr;
endwall = startwall + sector[sprite[SpriteNum].sectnum].wallnum - 1;
do
{
@ -546,10 +538,6 @@ int DoSlidorMove(short SpriteNum)
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
ROTATORp r;
short ndx,w,startwall,endwall;
int i, nexti;
int nx,ny;
int dist,closest;
int old_pos;
SWBOOL kill = FALSE;
@ -693,8 +681,6 @@ int DoSlidor(short SpriteNum)
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int *lptr;
int amt;
DoSlidorMove(SpriteNum);

View file

@ -143,7 +143,6 @@ void SetSpikeInactive(short SpriteNum)
// called for operation from the space bar
short DoSpikeOperate(PLAYERp pp, short sectnum)
{
USERp fu;
SPRITEp fsp;
short match;
short i,nexti;
@ -154,8 +153,6 @@ short DoSpikeOperate(PLAYERp pp, short sectnum)
if (fsp->statnum == STAT_SPIKE && SP_TAG1(fsp) == SECT_SPIKE && SP_TAG3(fsp) == 0)
{
fu = User[i];
sectnum = fsp->sectnum;
match = SP_TAG2(fsp);
@ -182,7 +179,6 @@ DoSpikeMatch(PLAYERp pp, short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short first_spike = -1;
short i,nexti;
@ -200,8 +196,6 @@ DoSpikeMatch(PLAYERp pp, short match)
if (first_spike == -1)
first_spike = i;
sectnum = fsp->sectnum;
if (TEST(fu->Flags, SPR_ACTIVE))
{
ReverseSpike(i);
@ -221,7 +215,6 @@ TestSpikeMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short i,nexti;
@ -248,8 +241,6 @@ TestSpikeMatchActive(short match)
int DoSpikeMove(short SpriteNum, int *lptr)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int zval;
zval = *lptr;
@ -308,7 +299,6 @@ void SpikeAlign(short SpriteNum)
void MoveSpritesWithSpike(short sectnum)
{
SECTORp sectp = &sector[sectnum];
SPRITEp sp;
short i,nexti;
int cz,fz;
@ -332,9 +322,7 @@ int DoSpike(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int *lptr;
int amt;
// zclip = floor or ceiling z
// oz = original z
@ -451,10 +439,7 @@ int DoSpikeAuto(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int zval;
int *lptr;
int amt;
lptr = &u->zclip;

View file

@ -589,7 +589,6 @@ STATE s_IconFlag[] =
void
SetOwner(short owner, short child)
{
SPRITEp op;
SPRITEp cp = &sprite[child];
if (owner == 0)
@ -600,7 +599,6 @@ SetOwner(short owner, short child)
if (owner >= 0)
{
op = &sprite[owner];
ASSERT(User[owner]);
SET(User[owner]->Flags2, SPR2_CHILDREN);
}
@ -616,8 +614,6 @@ SetOwner(short owner, short child)
void
SetAttach(short owner, short child)
{
SPRITEp op = &sprite[owner];
SPRITEp cp = &sprite[child];
USERp cu = User[child];
ASSERT(cu);
@ -1063,7 +1059,6 @@ ActorTestSpawn(SPRITEp sp)
if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR)
{
short New;
short SpriteNum = sp - sprite;
New = COVERinsertsprite(sp->sectnum, STAT_DEFAULT);
memcpy(&sprite[New], sp, sizeof(SPRITE));
change_sprite_stat(New, STAT_SPAWN_TRIGGER);
@ -1599,12 +1594,9 @@ void PreMapCombineFloors(void)
{
#define MAX_FLOORS 32
SPRITEp sp;
int xoff,yoff;
int i, j, k;
int16_t SpriteNum, NextSprite;
WALLp wp;
int base_offset;
PLAYERp pp = &Player[myconnectindex];
int dx,dy;
short sectlist[MAXSECTORS];
short sectlistplc, sectlistend, dasect, startwall, endwall, nextsector;
@ -1808,10 +1800,8 @@ void
SpriteSetup(void)
{
SPRITEp sp;
short SpriteNum = 0, NextSprite, ndx;
short SpriteNum = 0, NextSprite;
USERp u;
TRACK_POINTp tp;
TRACKp t;
short i, num;
int cz,fz;
@ -2111,10 +2101,6 @@ SpriteSetup(void)
case SECT_FLOOR_PAN:
{
short i,nexti;
SPRITEp ds;
int cz,fz;
// if moves with SO
if (TEST_BOOL1(sp))
sp->xvel = 0;
@ -2138,7 +2124,6 @@ SpriteSetup(void)
case SECT_WALL_PAN_SPEED:
{
short i, found = FALSE;
vec3_t hit_pos = { sp->x, sp->y, sp->z - Z(8) };
hitdata_t hitinfo;
@ -2388,7 +2373,6 @@ SpriteSetup(void)
case SECT_ROTATOR:
{
SECTORp sectp = &sector[sp->sectnum];
SECT_USERp sectu;
short time,type;
short wallcount,startwall,endwall,w;
u = SpawnUser(SpriteNum, 0, NULL);
@ -2452,9 +2436,7 @@ SpriteSetup(void)
case SECT_SLIDOR:
{
SECTORp sectp = &sector[sp->sectnum];
SECT_USERp sectu;
short time,type;
short wallcount,startwall,endwall,w;
u = SpawnUser(SpriteNum, 0, NULL);
@ -2594,7 +2576,6 @@ SpriteSetup(void)
{
short w, startwall, endwall;
short wallcount;
void *void_ptr;
int8_t* wall_shade;
USERp u;
@ -2652,7 +2633,6 @@ SpriteSetup(void)
{
short w, startwall, endwall;
short wallcount;
void *void_ptr;
int8_t* wall_shade;
USERp u;
@ -2783,8 +2763,6 @@ SpriteSetup(void)
case SECT_COPY_DEST:
{
SECTORp sectp = &sector[sp->sectnum];
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, FALSE, TRUE);
change_sprite_stat(SpriteNum, STAT_COPY_DEST);
break;
@ -4173,7 +4151,6 @@ int SpawnItemsMatch(short match)
short SpriteNum;
short si, nextsi;
SPRITEp sp,sip;
SWBOOL found;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPAWN_ITEMS],si,nextsi)
{
@ -4647,7 +4624,6 @@ int
NewStateGroup(short SpriteNum, STATEp StateGroup[])
{
USERp u = User[SpriteNum];
int i;
//if (Prediction)
// return;
@ -4721,9 +4697,6 @@ SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap)
{
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b];
USERp ua = User[spritenum_a];
USERp ub = User[spritenum_b];
int spa_tos, spa_bos, spb_tos, spb_bos;
spa_tos = SPRITEp_TOS(spa);
@ -4754,7 +4727,7 @@ getzrangepoint(int x, int y, int z, short sectnum,
int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit)
{
spritetype *spr;
int i, j, k, l, dax, day, daz, xspan, yspan, xoff, yoff;
int j, k, l, dax, day, daz, xspan, yspan, xoff, yoff;
int x1, y1, x2, y2, x3, y3, x4, y4, cosang, sinang, tilenum;
short cstat;
char clipyou;
@ -4923,7 +4896,6 @@ DoActorZrange(short SpriteNum)
int
DoActorGlobZ(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
u->loz = globloz;
@ -4960,7 +4932,6 @@ SWBOOL
ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_height)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int ceilhit, florhit, hiz, loz;
short save_cstat;
@ -5008,8 +4979,6 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
case HIT_SECTOR:
{
SECTORp sectp = &sector[florhit & 4095];
if (labs(loz - z) <= min_height)
{
return FALSE;
@ -5069,7 +5038,7 @@ move_actor(short SpriteNum, int xchange, int ychange, int zchange)
int x, y, z, loz, hiz;
SPRITEp lo_sp, hi_sp;
SECTORp lo_sectp, hi_sectp;
short sectnum,sect;
short sectnum;
short dist;
int cliptype = CLIPMASK_ACTOR;
@ -5171,7 +5140,6 @@ int
DoGrating(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
int16_t x, y;
int dir;
#define GRATE_FACTOR 3
@ -5280,7 +5248,6 @@ SpearOnCeiling(short SpriteNum)
int
DoKey(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
sp->ang = NORM_ANGLE(sp->ang + (14 * ACTORMOVETICS));
@ -5295,7 +5262,6 @@ int
DoCoin(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int offset;
u->WaitTics -= ACTORMOVETICS * 2;
@ -5489,7 +5455,6 @@ DoSpawnItemTeleporterEffect(SPRITEp sp)
{
extern STATE s_TeleportEffect[];
short effect;
USERp eu;
SPRITEp ep;
effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
@ -5497,7 +5462,6 @@ DoSpawnItemTeleporterEffect(SPRITEp sp)
sp->ang, 0);
ep = &sprite[effect];
eu = User[effect];
ep->shade = -40;
ep->xrepeat = ep->yrepeat = 36;
@ -5519,8 +5483,7 @@ void ChoosePlayerGetSound(PLAYERp pp)
SWBOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
{
USERp u = User[SpriteNum], pu;
SPRITEp sp = User[SpriteNum]->SpriteP;
USERp u = User[SpriteNum];
switch (gNet.MultiGameType)
{
@ -6489,7 +6452,6 @@ void
SetEnemyActive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SET(u->Flags, SPR_ACTIVE);
u->inactive_time = 0;
@ -6499,7 +6461,6 @@ void
SetEnemyInactive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
RESET(u->Flags, SPR_ACTIVE);
}
@ -6511,7 +6472,6 @@ void
ProcessActiveVars(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
#define TIME_TILL_INACTIVE (4*120)
if (!TEST(u->Flags, SPR_ACTIVE))
@ -7241,7 +7201,6 @@ int
MissileWaterAdjust(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
if (u->lo_sectp)
{
@ -7417,8 +7376,8 @@ int
move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
{
int daz;
int retval=0, zh;
short dasectnum, tempshort;
int retval=0;
short dasectnum;
SPRITEp sp;
USERp u = User[spritenum];
short lastsectnum;
@ -7433,7 +7392,6 @@ move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int
dasectnum = lastsectnum = sp->sectnum;
daz = sp->z;
zh = 0;
// climbing a wall
if (u->z_tgt)

View file

@ -683,7 +683,6 @@ SetupSumo(short SpriteNum)
int NullSumo(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//if (TEST(u->Flags,SPR_SLIDING))
//DoActorSlide(SpriteNum);
@ -698,7 +697,6 @@ int NullSumo(short SpriteNum)
int DoSumoMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
//if (TEST(u->Flags,SPR_SLIDING))
@ -751,7 +749,6 @@ int DoSumoRumble(short SpriteNum)
int InitSumoFart(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
extern int InitSumoNapalm(short SpriteNum);
PlaySound(DIGI_SUMOFART, sp, v3df_follow);
@ -767,7 +764,6 @@ int InitSumoFart(short SpriteNum)
int InitSumoStomp(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
extern int InitSumoStompAttack(short SpriteNum);
PlaySound(DIGI_SUMOSTOMP, sp, v3df_none);
@ -822,7 +818,6 @@ BossHealthMeter(void)
PLAYERp pp = Player + myconnectindex;
short color=0,i=0,nexti,metertics,meterunit;
int y;
extern char buffer[];
extern SWBOOL NoMeters;
short health;
SWBOOL bosswasseen;

View file

@ -66,7 +66,7 @@ void initsynccrc(void)
uint8_t
PlayerSync(void)
{
short i, j;
short i;
unsigned short crc = 0;
PLAYERp pp;
@ -85,7 +85,7 @@ PlayerSync(void)
uint8_t
PlayerSync2(void)
{
short i, j;
short i;
unsigned short crc = 0;
PLAYERp pp;
@ -315,7 +315,6 @@ getsyncstat(void)
PLAYERp pp = Player + myconnectindex;
unsigned int val;
static unsigned int count;
extern int syncvaltail, syncvaltottail;
if (!CommEnabled)
return;
@ -344,7 +343,7 @@ getsyncstat(void)
void
SyncStatMessage(void)
{
int i, j, count = 0;
int i, j;
static unsigned int MoveCount = 0;
extern unsigned int MoveThingsCount;
@ -419,7 +418,7 @@ void
GetSyncInfoFromPacket(uint8_t *packbuf, int packbufleng, int *j, int otherconnectindex)
{
int sb, i;
extern int syncvaltail, syncvaltottail;
extern int syncvaltottail;
PLAYERp ppo = &Player[otherconnectindex];
SWBOOL found = FALSE;

View file

@ -87,7 +87,6 @@ void DisplaySummaryString(PLAYERp pp, short xs, short ys, short color, short sha
PANEL_SPRITEp pClearTextLineID(PLAYERp pp, short id, int y, short pri)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -110,7 +109,6 @@ PANEL_SPRITEp pClearTextLineID(PLAYERp pp, short id, int y, short pri)
// only call this from menu code - it does a pKillSprite
PANEL_SPRITEp pMenuClearTextLineID(PLAYERp pp, short id, int y, short pri)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -153,7 +151,6 @@ void PutStringTimer(PLAYERp pp, short x, short y, const char *string, short seco
int ndx, offset;
char c;
PANEL_SPRITEp nsp;
extern unsigned short xlatfont[];
long kill_tics;
short id, ac;
PANEL_SPRITE_FUNCp func;
@ -202,7 +199,6 @@ void KillString(PLAYERp pp, short y)
PANEL_SPRITEp pClearSpriteXY(PLAYERp pp, short x, short y)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -216,7 +212,6 @@ PANEL_SPRITEp pClearSpriteXY(PLAYERp pp, short x, short y)
PANEL_SPRITEp pClearSpriteID(PLAYERp pp, short id)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -283,7 +278,6 @@ void DisplayMiniBarSmString(PLAYERp pp, short xs, short ys, short pal, const cha
{
short size=4,x;
const char *ptr;
PANEL_SPRITEp nsp;
short pic;
#define FRAG_FIRST_ASCII ('!') //exclamation point
@ -361,8 +355,7 @@ void DisplayFragString(PLAYERp pp, short xs, short ys, const char *buffer)
void DisplayFragNumbers(PLAYERp pp)
{
char buffer[32];
char *ptr;
short x, xs, ys, size;
short xs, ys;
short frag_bar;
short pnum = pp - Player;
@ -399,8 +392,7 @@ void DisplayFragNumbers(PLAYERp pp)
void DisplayFragNames(PLAYERp pp)
{
char *ptr;
short x, xs, ys, size;
short xs, ys;
short frag_bar;
short pnum = pp - Player;

View file

@ -89,7 +89,6 @@ TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point)
short
TrackStartCloserThanEnd(short SpriteNum, TRACKp t, TRACK_POINTp start_point)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
TRACK_POINTp end_point;
@ -598,8 +597,6 @@ TrackSetup(void)
short SpriteNum = 0, NextSprite, ndx;
TRACK_POINTp tp;
TRACKp t;
SPRITEp nsp;
short new_sprite1, new_sprite2;
TRACK_POINTp New;
int size;
@ -729,7 +726,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
short sp_num, next_sp_num, startwall, endwall;
int i, k, j;
SPRITEp BoundSprite;
SWBOOL FoundOutsideLoop = FALSE, FoundSector = FALSE;
SWBOOL FoundOutsideLoop = FALSE;
SWBOOL SectorInBounds;
SECTORp *sectp;
PLAYERp pp;
@ -1037,9 +1034,8 @@ SetupSectorObject(short sectnum, short tag)
{
SPRITEp sp;
SECTOR_OBJECTp sop;
short object_num, ndx = 0, startwall, endwall, SpriteNum, NextSprite;
int trash;
short j, k;
short object_num, SpriteNum, NextSprite;
short j;
short New;
USERp u;
@ -1475,7 +1471,6 @@ PlaceSectorObjectsOnTracks(void)
int low_dist = 999999, dist;
SECTOR_OBJECTp sop = &SectorObject[i];
TRACK_POINTp tpoint = NULL;
short spnum, next_spnum;
if (sop->xmid == INT32_MAX)
continue;
@ -1544,7 +1539,7 @@ PlaceSectorObjectsOnTracks(void)
void
PlaceActorsOnTracks(void)
{
short i, nexti, j, tag, htag, new_ang;
short i, nexti, j, tag;
SPRITEp sp;
USERp u;
TRACK_POINTp tpoint = NULL;
@ -1558,7 +1553,6 @@ PlaceActorsOnTracks(void)
u = User[i];
tag = LOW_TAG_SPRITE(i);
htag = HIGH_TAG_SPRITE(i);
if (tag < TAG_ACTOR_TRACK_BEGIN || tag > TAG_ACTOR_TRACK_END)
continue;
@ -1688,15 +1682,15 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
void
MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
{
int j, k, c;
int j, k;
vec2_t rxy;
short startwall, endwall, save_ang, pnum;
short startwall, endwall, pnum;
PLAYERp pp;
SECTORp *sectp;
SPRITEp sp;
WALLp wp;
USERp u;
short i, nexti, rot_ang;
short i, rot_ang;
SWBOOL PlayerMove = TRUE;
if (sop->xmid >= MAXSO)
@ -1948,7 +1942,6 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic)
SECTORp *sectp;
WALLp wp;
short ang;
short new_ang;
int dx,dy,x,y;
// do scaling
@ -2058,13 +2051,11 @@ void KillSectorObjectSprites(SECTOR_OBJECTp sop)
void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
{
SPRITEp sp;
USERp u;
int i;
for (i = 0; sop->sp_num[i] != -1; i++)
{
sp = &sprite[sop->sp_num[i]];
u = User[sop->sp_num[i]];
setspritez(sop->sp_num[i], (vec3_t *)sp);
}
@ -2183,9 +2174,6 @@ MoveZ(SECTOR_OBJECTp sop)
if (sop->bob_amt)
{
SPRITEp sp;
USERp u;
sop->bob_sine_ndx = (totalsynctics << sop->bob_speed) & 2047;
sop->bob_diff = ((sop->bob_amt * (int) sintable[sop->bob_sine_ndx]) >> 14);
@ -2235,7 +2223,6 @@ MoveZ(SECTOR_OBJECTp sop)
void CallbackSOsink(ANIMp ap, void *data)
{
SECTOR_OBJECTp sop;
SECTORp *sectp;
SPRITEp sp;
USERp u;
SECT_USERp su;
@ -2354,14 +2341,9 @@ void CallbackSOsink(ANIMp ap, void *data)
void
MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
{
int j, k, c, nx, ny, nz, rx, ry, dx, dy, dz;
int nx, ny;
short speed;
int dist;
short startwall, endwall;
short delta_ang;
short pnum;
PLAYERp pp;
short sp, next_sp;
if (sop->track >= SO_OPERATE_TRACK_START)
{
@ -2606,7 +2588,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
{
// for lowering the whirlpool in level 1
SECTORp *sectp;
short i,ndx;
short i;
SECT_USERp sectu;
for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++)
@ -2785,9 +2767,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
void
OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
{
int i, nx, ny;
short speed;
short delta_ang;
int i;
SECTORp *sectp;
if (Prediction)
@ -2811,18 +2791,11 @@ OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
}
}
nx = 0;
ny = 0;
GlobSpeedSO = 0;
delta_ang = 0;
//sop->ang_tgt = newang;
sop->ang_moving = newang;
// get delta to target angle
delta_ang = GetDeltaAngle(sop->ang_tgt, sop->ang);
sop->spin_ang = 0;
sop->ang = newang;
@ -2882,10 +2855,6 @@ void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
void
KillSectorObject(SECTOR_OBJECTp sop)
{
int nx, ny, nz;
short speed;
short delta_ang;
SECTORp *sectp;
int newx = MAXSO;
int newy = MAXSO;
short newang = 0;
@ -2893,15 +2862,8 @@ KillSectorObject(SECTOR_OBJECTp sop)
if (sop->track < SO_OPERATE_TRACK_START)
return;
nx = 0;
ny = 0;
delta_ang = 0;
sop->ang_tgt = sop->ang_moving = newang;
// get delta to target angle
delta_ang = GetDeltaAngle(sop->ang_tgt, sop->ang);
sop->spin_ang = 0;
sop->ang = sop->ang_tgt;
@ -2944,8 +2906,6 @@ void TornadoSpin(SECTOR_OBJECTp sop)
void
DoTornadoObject(SECTOR_OBJECTp sop)
{
short delta_ang;
SECTORp *sectp;
int xvect,yvect;
short cursect;
// this made them move together more or less - cool!
@ -2982,10 +2942,8 @@ DoAutoTurretObject(SECTOR_OBJECTp sop)
short SpriteNum = sop->sp_child - sprite;
SPRITEp shootp;
USERp u = User[SpriteNum];
short new_ang;
short delta_ang;
int diff;
int dist;
short i;
if ((sop->max_damage != -9999 && sop->max_damage <= 0) || !u)
@ -3140,7 +3098,6 @@ void
ActorLeaveTrack(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (u->track == -1)
return;

View file

@ -148,7 +148,6 @@ void SetVatorInactive(short SpriteNum)
// called for operation from the space bar
short DoVatorOperate(PLAYERp pp, short sectnum)
{
USERp fu;
SPRITEp fsp;
short match;
short i,nexti;
@ -159,8 +158,6 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && SP_TAG3(fsp) == 0)
{
fu = User[i];
sectnum = fsp->sectnum;
// single play only vator
@ -295,7 +292,6 @@ TestVatorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short i,nexti;
@ -346,7 +342,6 @@ void InterpSectorSprites(short sectnum, SWBOOL state)
void MoveSpritesWithSector(short sectnum, int z_amt, SWBOOL type)
{
SECTORp sectp = &sector[sectnum];
SPRITEp sp;
short i,nexti;
SWBOOL both = FALSE;
@ -415,8 +410,6 @@ cont:
int DoVatorMove(short SpriteNum, int *lptr)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int zval;
int move_amt;
@ -597,13 +590,10 @@ int DoVator(short SpriteNum)
{
int i,nexti;
SPRITEp bsp;
USERp bu;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{
bsp = &sprite[i];
bu = User[i];
if (bsp->statnum == STAT_ENEMY)
{
@ -629,7 +619,6 @@ int DoVatorAuto(short SpriteNum)
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int zval;
int *lptr;
int amt;

File diff suppressed because it is too large Load diff

View file

@ -756,7 +756,6 @@ SetupZombie(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ANIMATOR DoActorDecide;
short pic = sp->picnum;
u->Health = 100;
u->StateEnd = &s_ZombiePain[0][0];
@ -779,9 +778,9 @@ SetupZombie(short SpriteNum)
int
SpawnZombie(PLAYERp pp, short Weapon)
{
short New,i,nexti;
SPRITEp np,sp;
USERp nu,u;
short New;
SPRITEp np;
USERp nu;
short owner;
owner = sprite[Weapon].owner;
@ -823,8 +822,7 @@ int
SpawnZombie2(short Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
short New,i,nexti;
short New;
SPRITEp np;
USERp nu;
short owner;
@ -887,7 +885,6 @@ int
DoZombieMove(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (u->Counter3++ >= ZOMBIE_TIME_LIMIT)
{
@ -938,7 +935,6 @@ int
NullZombie(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (u->Counter3++ >= ZOMBIE_TIME_LIMIT)
{
@ -969,7 +965,6 @@ NullZombie(short SpriteNum)
int DoZombiePain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullZombie(SpriteNum);