diff --git a/source/sw/src/ai.cpp b/source/sw/src/ai.cpp index 0b9debe81..b48f5cf48 100644 --- a/source/sw/src/ai.cpp +++ b/source/sw/src/ai.cpp @@ -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; diff --git a/source/sw/src/border.cpp b/source/sw/src/border.cpp index 551946974..f6b458a8f 100644 --- a/source/sw/src/border.cpp +++ b/source/sw/src/border.cpp @@ -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); diff --git a/source/sw/src/break.cpp b/source/sw/src/break.cpp index 8690d2b77..8d91d789b 100644 --- a/source/sw/src/break.cpp +++ b/source/sw/src/break.cpp @@ -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, §num, &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 diff --git a/source/sw/src/cheats.cpp b/source/sw/src/cheats.cpp index 58327c281..f2bc8c642 100644 --- a/source/sw/src/cheats.cpp +++ b/source/sw/src/cheats.cpp @@ -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); diff --git a/source/sw/src/coolie.cpp b/source/sw/src/coolie.cpp index b4c87fd11..01e0d1835 100644 --- a/source/sw/src/coolie.cpp +++ b/source/sw/src/coolie.cpp @@ -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); diff --git a/source/sw/src/draw.cpp b/source/sw/src/draw.cpp index 7d1fd65de..c6b1e2c36 100644 --- a/source/sw/src/draw.cpp +++ b/source/sw/src/draw.cpp @@ -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; diff --git a/source/sw/src/game.cpp b/source/sw/src/game.cpp index 5b49bc93d..dab6eb784 100644 --- a/source/sw/src/game.cpp +++ b/source/sw/src/game.cpp @@ -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; diff --git a/source/sw/src/inv.cpp b/source/sw/src/inv.cpp index fbe6be14e..08ab07d58 100644 --- a/source/sw/src/inv.cpp +++ b/source/sw/src/inv.cpp @@ -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); diff --git a/source/sw/src/jsector.cpp b/source/sw/src/jsector.cpp index b305cbfc8..2bdd02c8f 100644 --- a/source/sw/src/jsector.cpp +++ b/source/sw/src/jsector.cpp @@ -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 diff --git a/source/sw/src/jweapon.cpp b/source/sw/src/jweapon.cpp index eec12d0a2..29075c85c 100644 --- a/source/sw/src/jweapon.cpp +++ b/source/sw/src/jweapon.cpp @@ -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 diff --git a/source/sw/src/morph.cpp b/source/sw/src/morph.cpp index 4915d3938..c9382cfb6 100644 --- a/source/sw/src/morph.cpp +++ b/source/sw/src/morph.cpp @@ -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] && diff --git a/source/sw/src/network.cpp b/source/sw/src/network.cpp index b89ebd140..ec56b3924 100644 --- a/source/sw/src/network.cpp +++ b/source/sw/src/network.cpp @@ -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) diff --git a/source/sw/src/panel.cpp b/source/sw/src/panel.cpp index 8cb868b19..98889a2be 100644 --- a/source/sw/src/panel.cpp +++ b/source/sw/src/panel.cpp @@ -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); diff --git a/source/sw/src/player.cpp b/source/sw/src/player.cpp index b55a4ac0f..3e1df05c6 100644 --- a/source/sw/src/player.cpp +++ b/source/sw/src/player.cpp @@ -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); diff --git a/source/sw/src/sector.cpp b/source/sw/src/sector.cpp index c9749f73f..4b2182602 100644 --- a/source/sw/src/sector.cpp +++ b/source/sw/src/sector.cpp @@ -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(§or[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) diff --git a/source/sw/src/sprite.cpp b/source/sw/src/sprite.cpp index e922aeef9..387c090f8 100644 --- a/source/sw/src/sprite.cpp +++ b/source/sw/src/sprite.cpp @@ -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; diff --git a/source/sw/src/sync.cpp b/source/sw/src/sync.cpp index d7c214e88..f521ff3c9 100644 --- a/source/sw/src/sync.cpp +++ b/source/sw/src/sync.cpp @@ -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); diff --git a/source/sw/src/track.cpp b/source/sw/src/track.cpp index bf783c15f..c61d9d85e 100644 --- a/source/sw/src/track.cpp +++ b/source/sw/src/track.cpp @@ -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]; diff --git a/source/sw/src/weapon.cpp b/source/sw/src/weapon.cpp index a907eb2bc..9a63ca282 100644 --- a/source/sw/src/weapon.cpp +++ b/source/sw/src/weapon.cpp @@ -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);