SW: Comment out unused vars, which would become

used if previously commented out code was uncommented
(including a few instances of uninitialized var reads).

git-svn-id: https://svn.eduke32.com/eduke32@8686 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/brooms.cpp
#	source/sw/src/cheats.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/menus.cpp
#	source/sw/src/rts.cpp
#	source/sw/src/sector.cpp
#	source/sw/src/setup.cpp
#	source/sw/src/sounds.cpp
#	source/sw/src/weapon.cpp
This commit is contained in:
ny00123 2020-03-06 15:49:55 +00:00 committed by Christoph Oelckers
parent 896de8aa1c
commit d55871927a
19 changed files with 69 additions and 70 deletions

View file

@ -383,7 +383,6 @@ DoActorPickClosePlayer(short SpriteNum)
PLAYERp pp;
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
SWBOOL ICanSee = FALSE;
SWBOOL found = FALSE;
int i,nexti;
@ -460,7 +459,7 @@ DoActorPickClosePlayer(short SpriteNum)
DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
//ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
//SWBOOL ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum))
{
near_dist = dist;

View file

@ -84,7 +84,6 @@ PANEL_SPRITEp
pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int y, short x1, short y1, short x2, short y2)
{
PANEL_SPRITEp psp;
extern SWBOOL DrawBeforeView;
psp = pSpawnSprite(pp, NULL, pri, x, y);
@ -104,6 +103,7 @@ pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int
//SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW | PANF_NOT_ALL_PAGES);
SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW);
//extern SWBOOL DrawBeforeView;
//DrawBeforeView = TRUE;
//SET(psp->flags, PANF_SCREEN_CLIP | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST);

View file

@ -1052,10 +1052,10 @@ SWBOOL NullActor(USERp u)
int HitBreakSprite(short BreakSprite, short type)
{
SPRITEp sp;
SPRITEp bp = &sprite[BreakSprite];
USERp bu = User[BreakSprite];
//SPRITEp sp;
// ignore as a breakable if true
//if (sp->lotag == TAG_SPRITE_HIT_MATCH)
// return(FALSE);
@ -1107,14 +1107,14 @@ void DoWallBreakMatch(short match)
short i,sectnum;
int x,y,z;
WALLp wp;
short nw,wall_ang;
short wall_ang;
for (i=0; i<=numwalls; i++)
{
if (wall[i].hitag == match)
{
WallBreakPosition(i, &sectnum, &x, &y, &z, &wall_ang);
//nw = wall[i].point2;
//short nw = wall[i].point2;
//wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[i].x, wall[nw].y - wall[i].y)+512);
wp = &wall[i];
wp->hitag = 0; // Reset the hitag

View file

@ -229,12 +229,12 @@ void ClipCheat(PLAYERp pp, const char *)
void WarpCheat(PLAYERp pp, const char *cheat_string)
{
const char *cp = cheat_string;
int episode_num;
int level_num;
cp += sizeof("swtrek")-1;
level_num = atol(cp);
//int episode_num;
//DSPRINTF(ds,"ep %d, lev %d",episode_num, level_num);
//MONO_PRINT(ds);

View file

@ -419,7 +419,6 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
short wpn_cnt;
short depth = 0;
extern short TotalKillable;
extern SWBOOL DebugSecret;
switch (u->ID)
{
@ -441,6 +440,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
{
TotalKillable++;
#if DEBUG
extern SWBOOL DebugSecret;
if (DebugSecret)
{
sprintf(ds,"COUNTED: spnum %d, pic %d, x %d, y %d",SpriteNum,sp->picnum,sp->x,sp->y);

View file

@ -1508,7 +1508,6 @@ void CheatResChange(void)
void DrawCheckKeys(PLAYERp pp)
{
extern SWBOOL ResCheat;
extern SWBOOL PauseKeySet;
if (ResCheat)
{
@ -1710,8 +1709,6 @@ void
PostDraw(void)
{
short i, nexti;
short sectnum,statnum;
SPRITEp sp;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_FLOOR_SLOPE_DONT_DRAW], i, nexti)
{
@ -1727,9 +1724,9 @@ PostDraw(void)
}
#if DEBUG
sp = &sprite[i];
statnum = sp->statnum;
sectnum = sp->sectnum;
SPRITEp sp = &sprite[i];
short statnum = sp->statnum;
short sectnum = sp->sectnum;
memset(sp, 0xCC, sizeof(SPRITE));
sp->statnum = statnum;
sp->sectnum = sectnum;

View file

@ -1601,9 +1601,6 @@ void SybexScreen(void)
void
TitleLevel(void)
{
int fin;
unsigned char backup_pal[256*3];
unsigned char pal[PAL_SIZE];
char tempbuf[256];
char *palook_bak = palookup[0];
int i;

View file

@ -729,13 +729,13 @@ void InventoryKeys(PLAYERp pp)
void InvBorderRefresh(PLAYERp pp)
{
int x,y;
// int x,y;
if (pp != Player + myconnectindex)
return;
x = InventoryBarXpos[gs.BorderNum];
y = InventoryBarYpos[gs.BorderNum];
// x = InventoryBarXpos[gs.BorderNum];
// y = InventoryBarYpos[gs.BorderNum];
SetRedrawScreen(pp);
//BorderRefreshClip(pp, x-5, y-5, x + (MAX_INVENTORY * INVENTORY_ICON_WIDTH), y + 24);

View file

@ -258,7 +258,6 @@ JS_SpriteSetup(void)
for (i = 0; i < numwalls; i++)
{
short picnum;
short sndnum;
picnum = wall[i].picnum;
@ -282,6 +281,7 @@ JS_SpriteSetup(void)
}
#if 0
short sndnum;
if ((sndnum = CheckTileSound(picnum)) != -1)
{
SpawnWallSound(sndnum, i);
@ -535,7 +535,6 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
int tposx, tposy; // Camera
int *longptr;
fix16_t tang;
char tvisibility;
// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
// drift!
@ -622,6 +621,7 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
ASSERT(sp);
// char tvisibility;
// tvisibility = g_visibility;
// g_visibility <<= 1; // Make mirror darker

View file

@ -1819,7 +1819,7 @@ PlayerInitCaltrops(PLAYERp pp)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist, i;
short oclipdist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
@ -1832,7 +1832,7 @@ PlayerInitCaltrops(PLAYERp pp)
nz = pp->posz + pp->bob_z + Z(8);
// Throw out several caltrops
// for(i=0;i<3;i++)
// for(short i=0;i<3;i++)
// {
// Spawn a shot
// Inserting and setting up variables

View file

@ -514,8 +514,6 @@ SpikeFloor(SECTOR_OBJECTp sop)
{
int mx, my;
int floorz;
SECTORp *sectp;
int j;
int x,y;
// z direction
@ -553,6 +551,8 @@ SpikeFloor(SECTOR_OBJECTp sop)
SOBJ_AlignFloorToPoint(sop, mx, my, floorz + sop->morph_z);
#if 0
SECTORp *sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
if (SectUser[*sectp - sector] &&

View file

@ -430,7 +430,7 @@ SW_SendMessage(short pnum, const char *text)
void
InitNetPlayerOptions(void)
{
short pnum;
// short pnum;
PLAYERp pp = Player + myconnectindex;
PACKET_OPTIONS p;
@ -463,7 +463,7 @@ InitNetPlayerOptions(void)
void
SendMulitNameChange(char *new_name)
{
short pnum;
// short pnum;
PLAYERp pp = Player + myconnectindex;
PACKET_NAME_CHANGE p;
@ -490,7 +490,7 @@ SendMulitNameChange(char *new_name)
void
SendVersion(int version)
{
short pnum;
// short pnum;
PLAYERp pp = Player + myconnectindex;
PACKET_VERSION p;
@ -633,7 +633,7 @@ waitforeverybody(void)
// allow exit
//if (inputState.GetKeyStatus(KEYSC_ESC))
{
short pnum;
// short pnum;
//TRAVERSE_CONNECT(pnum)
{
//if (pnum != myconnectindex)

View file

@ -2988,7 +2988,6 @@ void
SpawnShotgunShell(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp shell;
SpawnShell(pp->PlayerSprite,-4);
@ -3001,6 +3000,7 @@ SpawnShotgunShell(PANEL_SPRITEp psp)
PANEL_STATEp state[2];
} PANEL_SHRAP, *PANEL_SHRAPp;
PANEL_SPRITEp shell;
static PANEL_SHRAP ShellShrap[] =
{
@ -5613,7 +5613,7 @@ InitWeaponGrenade(PLAYERp pp)
void
pGrenadeRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
// short picnum = psp->picndx;
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
@ -6611,7 +6611,8 @@ pFistPresent(PANEL_SPRITEp psp)
void
pFistSlide(PANEL_SPRITEp psp)
{
int nx, ny;
// int nx;
int ny;
short vel_adj;
//nx = FIXED(psp->x, psp->xfract);
@ -6741,7 +6742,8 @@ pFistSlideDown(PANEL_SPRITEp psp)
void
pFistSlideR(PANEL_SPRITEp psp)
{
int nx, ny;
// int nx
int ny;
short vel_adj;
//nx = FIXED(psp->x, psp->xfract);

View file

@ -1312,7 +1312,7 @@ void
DoPlayerTeleportPause(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
SPRITEp sp = pp->SpriteP;
// SPRITEp sp = pp->SpriteP;
// set this so we don't get stuck in teleporting loop
pp->lastcursectnum = pp->cursectnum;
@ -3772,7 +3772,7 @@ DoPlayerFall(PLAYERp pp)
void
DoPlayerBeginClimb(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
// USERp u = User[pp->PlayerSprite];
SPRITEp sp = pp->SpriteP;
RESET(pp->Flags, PF_JUMPING|PF_FALLING);
@ -4303,7 +4303,7 @@ DoPlayerCrawl(PLAYERp pp)
void
DoPlayerBeginFly(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
// USERp u = User[pp->PlayerSprite];
RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
SET(pp->Flags, PF_FLYING);
@ -6390,8 +6390,6 @@ DoPlayerBeginDie(PLAYERp pp)
DoPlayerDeathDrown,
};
short random;
#define PLAYER_DEATH_TILT_VALUE (32)
#define PLAYER_DEATH_HORIZ_UP_VALUE (165)
#define PLAYER_DEATH_HORIZ_JUMP_VALUE (150)
@ -6434,6 +6432,8 @@ DoPlayerBeginDie(PLAYERp pp)
RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
#if 0
short random;
// get tilt value
random = RANDOM_P2(1024);
if (random < 128)
@ -7795,10 +7795,11 @@ void
domovethings(void)
{
extern SWBOOL DebugAnim;
#if DEBUG
extern SWBOOL DebugPanel;
#endif
extern SWBOOL DebugSector;
extern SWBOOL DebugActorFreeze;
extern SWBOOL ResCheat;
extern int PlayClock;
short i, pnum;
extern SWBOOL GamePaused;
@ -7886,6 +7887,7 @@ domovethings(void)
#if 0 // has been moved to draw code
extern SWBOOL ResCheat;
if (ResCheat)
{
ResCheat = FALSE;
@ -7934,7 +7936,6 @@ domovethings(void)
extern short screenpeek;
extern SWBOOL PlayerTrackingMode;
extern PLAYERp GlobPlayerP;
extern SWBOOL ScrollMode2D;
pp = Player + pnum;
GlobPlayerP = pp;
@ -7962,6 +7963,7 @@ domovethings(void)
DoPlayerSectorUpdatePreMove(pp);
ChopsCheck(pp);
// extern SWBOOL ScrollMode2D;
//if (!ScrollMode2D)
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);

View file

@ -646,10 +646,10 @@ SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid)
void
DoSpringBoard(PLAYERp pp, short sectnum)
{
int sb;
int i;
#if 0
int sb;
int i;
i = AnimGetGoal(&sector[sectnum].floorz);
// if in motion return
@ -1408,7 +1408,6 @@ WeaponExplodeSectorInRange(short weapon)
SPRITEp sp;
int dist;
int radius;
short match;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPRITE_HIT_MATCH], i, nexti)
{
@ -1428,10 +1427,11 @@ WeaponExplodeSectorInRange(short weapon)
if (!FAFcansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum))
continue;
#if 0
// short match;
match = sp->hitag;
// this and every other crack sprite of this type is now dead
// don't use them
#if 0
KillMatchingCrackSprites(match);
DoExplodeSector(match);
DoMatchEverything(NULL, match, -1);
@ -2927,11 +2927,11 @@ DoAnim(int numtics)
void
AnimClear(void)
{
int i;
#if 1
AnimCnt = 0;
#else
int i;
for (i = AnimCnt - 1; i >= 0; i--)
{
if (Anim[i].extra)

View file

@ -1018,9 +1018,7 @@ SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int
void
PicAnimOff(short picnum)
{
int i;
short anim_type = TEST(picanm[picnum].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT;
short num;
ASSERT(picnum >= 0 && picnum < MAXTILES);
@ -1028,6 +1026,8 @@ PicAnimOff(short picnum)
return;
/*
int i;
short num;
num = picanm[picnum].num;
ASSERT(num < 20);
@ -7444,7 +7444,7 @@ move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int
if (retval) // ran into a white wall
{
int new_loz,new_hiz;
//int new_loz,new_hiz;
// back up and try to clip UP
//dasectnum = lastsectnum = sp->sectnum;

View file

@ -131,7 +131,6 @@ EnemySync(void)
unsigned short crc = 0;
short j, nextj;
SPRITEp spr;
extern char DemoTmpName[];
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], j, nextj)
{
@ -143,6 +142,7 @@ EnemySync(void)
}
#if 0
extern char DemoTmpName[];
//DSPRINTF(ds, "Demo Tmp Name %s", DemoTmpName);
MONO_PRINT(ds);

View file

@ -729,8 +729,6 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
SWBOOL FoundOutsideLoop = FALSE;
SWBOOL SectorInBounds;
SECTORp *sectp;
PLAYERp pp;
short pnum;
USERp u = User[sop->sp_child - sprite];
static unsigned char StatList[] =
@ -782,6 +780,8 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
#if 0
// look for players on sector object
PLAYERp pp;
short pnum;
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];

View file

@ -3476,13 +3476,13 @@ AutoShrap:
short spnum;
short size;
SPRITEp ep;
USERp eu;
// USERp eu;
spnum = SpawnLargeExp(ParentNum);
ASSERT(spnum >= 0);
//spnum = SpawnSectorExp(ParentNum);
ep = &sprite[spnum];
eu = User[spnum];
// eu = User[spnum];
//eu->xchange = MOVEx(92, ep->ang);
//eu->ychange = MOVEy(92, ep->ang);
@ -3498,13 +3498,13 @@ AutoShrap:
short spnum;
short size;
SPRITEp ep;
USERp eu;
// USERp eu;
//spnum = SpawnSectorExp(ParentNum);
spnum = SpawnLargeExp(ParentNum);
ASSERT(spnum >= 0);
ep = &sprite[spnum];
eu = User[spnum];
// eu = User[spnum];
//eu->xchange = MOVEx(92, ep->ang);
//eu->ychange = MOVEy(92, ep->ang);
@ -11540,7 +11540,6 @@ SpawnGrenadeExp(int16_t Weapon)
SPRITEp exp;
USERp eu;
short explosion;
short ang;
int dx,dy,dz;
ASSERT(u);
@ -11598,6 +11597,7 @@ SpawnGrenadeExp(int16_t Weapon)
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 0);
#if 0
short ang;
ang = RANDOM_P2(2048);
SpawnGrenadeSecondaryExp(explosion, ang);
ang = ang + 512 + RANDOM_P2(256);
@ -12578,13 +12578,13 @@ DoMirv(int16_t Weapon)
SPRITEp sp = &sprite[Weapon], np;
USERp u = User[Weapon], nu;
short New;
int ox, oy, oz;
// int ox, oy, oz;
u = User[Weapon];
ox = sp->x;
oy = sp->y;
oz = sp->z;
// ox = sp->x;
// oy = sp->y;
// oz = sp->z;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
@ -16602,7 +16602,8 @@ InitEnemyRail(short SpriteNum)
SPRITEp wp;
int nx, ny, nz, dist, nang;
short w;
short oclipdist,pnum=0;
short pnum=0;
// short oclipdist;
if (SW_SHAREWARE) return FALSE; // JBF: verify
@ -17350,8 +17351,9 @@ int
InitSpearTrap(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], wp;
USERp u = User[SpriteNum], wu;
int nx, ny, nz, dist;
USERp wu;
//USERp u = User[SpriteNum];
int nx, ny, nz;
short w;
//short nang;
@ -17386,7 +17388,7 @@ InitSpearTrap(short SpriteNum)
//MissileSetPos(w, DoStar, 400);
// find the distance to the target (player)
//dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
//int dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
//if (dist != 0)
//wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
@ -17610,7 +17612,7 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in
SPRITEp hsp = &sprite[hit_sprite];
USERp hu = User[hit_sprite];
SPRITEp wp;
USERp wu;
// USERp wu;
short New;
short id;
@ -17631,7 +17633,7 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in
New = SpawnSprite(STAT_MISSILE, id, s_UziSmoke, 0, hit_x, hit_y, hit_z, sp->ang, 0);
wp = &sprite[New];
wu = User[New];
// wu = User[New];
wp->shade = -40;
if (hu->PlayerP)
@ -17695,7 +17697,6 @@ int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_
{
short w,nw,wall_ang;
short SpriteNum;
int nx,ny;
SPRITEp sp;
SpriteNum = COVERinsertsprite(hit_sect, STAT_DEFAULT);
@ -17718,6 +17719,7 @@ int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_
sp->ang = NORM_ANGLE(wall_ang + 1024);
// int nx,ny;
//nx = (sintable[(512 + Player[0].pang) & 2047] >> 7);
//ny = (sintable[Player[0].pang] >> 7);
//sp->x -= nx;
@ -19247,7 +19249,6 @@ InitGrenade(PLAYERp pp)
int nx, ny, nz;
short w;
short oclipdist;
int dist;
int zvel;
SWBOOL auto_aim = FALSE;
@ -19322,6 +19323,7 @@ InitGrenade(PLAYERp pp)
pp->SpriteP->clipdist = oclipdist;
// int dist;
//dist = FindDistance2D(pp->xvect, pp->yvect)>>12;
//dist = dist - (dist/2);