- addressed most unused/uninitialized variable warnings from MSVC.

This commit is contained in:
Christoph Oelckers 2021-11-14 15:03:50 +01:00
parent c6bd5c04c7
commit 01abe7b2ac
158 changed files with 94 additions and 468 deletions

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@ -23,9 +23,10 @@ if( DEM_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
endif() endif()
endif() endif()
# Build does not work with signed chars! # Build does not work with signed chars! Also set a stricter warning level, but silence the pointless and annoying parts of level 4 (Intentionally only for C++! The C code we use is too old and would warn too much)
if (MSVC) if (MSVC)
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /J" ) set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /J /W4 /wd4100 /wd4127 /wd4131 /wd4201 /wd4210 /wd4244 /wd4245 /wd4324 /wd4389 /wd4505 /wd4706 /wd4456 /wd4457 /wd4458 /wd4459 /wd4703" )
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4189" ) # "unused initialized local variable" - useful warning that creates too much noise in external or macro based code. Can be enabled for cleanup passes on the code.
else() else()
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -funsigned-char -Wno-missing-braces -Wno-char-subscripts -Wno-unused-variable" ) set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -funsigned-char -Wno-missing-braces -Wno-char-subscripts -Wno-unused-variable" )
endif() endif()

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@ -474,7 +474,6 @@ int32_t clipmove(vec3_t * const pos, int * const sectnum, int32_t xvect, int32_t
vec2_t const clipMin = { cent.x - rad, cent.y - rad }; vec2_t const clipMin = { cent.x - rad, cent.y - rad };
vec2_t const clipMax = { cent.x + rad, cent.y + rad }; vec2_t const clipMax = { cent.x + rad, cent.y + rad };
int clipshapeidx = -1;
int clipsectcnt = 0; int clipsectcnt = 0;
int clipspritecnt = 0; int clipspritecnt = 0;
@ -958,8 +957,7 @@ void getzrange(const vec3_t *pos, int16_t sectnum,
int32_t clipsectcnt = 0; int32_t clipsectcnt = 0;
uspriteptr_t curspr=NULL; // non-NULL when handling sprite with sector-like clipping int32_t clipspritecnt = 0;
int32_t curidx=-1, clipspritecnt = 0;
//Extra walldist for sprites on sector lines //Extra walldist for sprites on sector lines
const int32_t extradist = walldist+MAXCLIPDIST+1; const int32_t extradist = walldist+MAXCLIPDIST+1;
@ -1063,7 +1061,7 @@ void getzrange(const vec3_t *pos, int16_t sectnum,
while ((j = it.NextIndex()) >= 0) while ((j = it.NextIndex()) >= 0)
{ {
const int32_t cstat = sprite[j].cstat; const int32_t cstat = sprite[j].cstat;
int32_t daz, daz2; int32_t daz = 0, daz2 = 0;
if (sprite[j].cstat2 & CSTAT2_SPRITE_NOFIND) continue; if (sprite[j].cstat2 & CSTAT2_SPRITE_NOFIND) continue;
if (cstat&dasprclipmask) if (cstat&dasprclipmask)
@ -1203,7 +1201,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, usectorptr_t sec, hitdata_t *
int32_t vx, int32_t vy, int32_t vz, int32_t vx, int32_t vy, int32_t vz,
uint16_t stat, int16_t heinum, int32_t z, int32_t how, const intptr_t *tmp) uint16_t stat, int16_t heinum, int32_t z, int32_t how, const intptr_t *tmp)
{ {
int32_t x1 = INT32_MAX, y1, z1; int32_t x1 = INT32_MAX, y1 = 0, z1 = 0;
int32_t i; int32_t i;
if (stat&2) if (stat&2)
@ -1278,7 +1276,7 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
int16_t tempshortcnt, tempshortnum; int16_t tempshortcnt, tempshortnum;
uspriteptr_t curspr = NULL; uspriteptr_t curspr = NULL;
int32_t clipspritecnt, curidx=-1; int32_t clipspritecnt;
// tmp: { (int32_t)curidx, (spritetype *)curspr, (!=0 if outer sector) } // tmp: { (int32_t)curidx, (spritetype *)curspr, (!=0 if outer sector) }
intptr_t *tmpptr=NULL; intptr_t *tmpptr=NULL;
const int32_t dawalclipmask = (cliptype&65535); const int32_t dawalclipmask = (cliptype&65535);

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@ -359,7 +359,6 @@ FGameTexture *mdloadskin(idmodel_t *m, int32_t number, int32_t pal, int32_t surf
{ {
int32_t i; int32_t i;
mdskinmap_t *sk, *skzero = NULL; mdskinmap_t *sk, *skzero = NULL;
int32_t doalloc = 1;
if (m->mdnum == 2) if (m->mdnum == 2)
surf = 0; surf = 0;
@ -1361,9 +1360,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
if (!tex) if (!tex)
continue; continue;
FGameTexture *det = nullptr, *glow = nullptr;
float detscale = 1.f;
int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal); int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
GLInterface.SetFade(sector[tspr->sectnum].floorpal); GLInterface.SetFade(sector[tspr->sectnum].floorpal);
GLInterface.SetTexture(tex, palid, CLAMP_XY); GLInterface.SetTexture(tex, palid, CLAMP_XY);

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@ -3921,7 +3921,6 @@ int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate)
GLInterface.SetMatrix(Matrix_Model, mat); GLInterface.SetMatrix(Matrix_Model, mat);
int palId = TRANSLATION(Translation_Remap + curbasepal, globalpal);
GLInterface.SetPalswap(globalpal); GLInterface.SetPalswap(globalpal);
GLInterface.SetFade(sector[tspr->sectnum].floorpal); GLInterface.SetFade(sector[tspr->sectnum].floorpal);

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@ -749,7 +749,6 @@ void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2) void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2)
{ {
RenderCommand dg; RenderCommand dg;
int method = 0;
if (!img || !img->isValid()) return; if (!img || !img->isValid()) return;
@ -835,7 +834,6 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
dg.mFlags = DTF_Wrap; dg.mFlags = DTF_Wrap;
float fs = 1.f / float(flatscale); float fs = 1.f / float(flatscale);
bool flipc = false;
float sw = GetClassicFlatScalarWidth(); float sw = GetClassicFlatScalarWidth();
float sh = GetClassicFlatScalarHeight(); float sh = GetClassicFlatScalarHeight();

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@ -671,7 +671,6 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
{ {
INTBOOL boolval; INTBOOL boolval;
int intval; int intval;
bool translationset = false;
bool fillcolorset = false; bool fillcolorset = false;
if (!fortext) if (!fortext)

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@ -684,8 +684,6 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
return true; return true;
} }
int lumpnum = -1;
int length = 0;
ZMusic_MusicStream handle = nullptr; ZMusic_MusicStream handle = nullptr;
MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname); MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);

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@ -329,7 +329,6 @@ public:
virtual FString GetStats() virtual FString GetStats()
{ {
FString stats; FString stats;
size_t pos = 0, len = 0;
ALfloat volume; ALfloat volume;
ALint offset; ALint offset;
ALint processed; ALint processed;

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@ -530,7 +530,7 @@ void S_ReadReverbDef (FScanner &sc)
{ {
const ReverbContainer *def; const ReverbContainer *def;
ReverbContainer *newenv; ReverbContainer *newenv;
REVERB_PROPERTIES props; REVERB_PROPERTIES props = {};
char *name; char *name;
int id1, id2, i, j; int id1, id2, i, j;
bool inited[NUM_REVERB_FIELDS]; bool inited[NUM_REVERB_FIELDS];

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@ -309,7 +309,6 @@ DEFINE_ACTION_FUNCTION(DReverbEdit, GetValue)
} }
} }
ACTION_RETURN_FLOAT(v); ACTION_RETURN_FLOAT(v);
return 1;
} }
DEFINE_ACTION_FUNCTION(DReverbEdit, SetValue) DEFINE_ACTION_FUNCTION(DReverbEdit, SetValue)
@ -337,14 +336,12 @@ DEFINE_ACTION_FUNCTION(DReverbEdit, SetValue)
} }
ACTION_RETURN_FLOAT(v); ACTION_RETURN_FLOAT(v);
return 1;
} }
DEFINE_ACTION_FUNCTION(DReverbEdit, GrayCheck) DEFINE_ACTION_FUNCTION(DReverbEdit, GrayCheck)
{ {
PARAM_PROLOGUE; PARAM_PROLOGUE;
ACTION_RETURN_BOOL(CurrentEnv->Builtin); ACTION_RETURN_BOOL(CurrentEnv->Builtin);
return 1;
} }
DEFINE_ACTION_FUNCTION(DReverbEdit, GetSelectedEnvironment) DEFINE_ACTION_FUNCTION(DReverbEdit, GetSelectedEnvironment)

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@ -164,7 +164,6 @@ void SoundEngine::CacheSound (sfxinfo_t *sfx)
{ {
if (GSnd && !sfx->bTentative) if (GSnd && !sfx->bTentative)
{ {
sfxinfo_t *orig = sfx;
while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK) while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK)
{ {
sfx = &S_sfx[sfx->link]; sfx = &S_sfx[sfx->link];

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@ -333,6 +333,7 @@ UCVarValue FBaseCVar::FromBool (bool value, ECVarType type)
break; break;
default: default:
ret.Int = 0;
break; break;
} }
@ -363,6 +364,7 @@ UCVarValue FBaseCVar::FromInt (int value, ECVarType type)
break; break;
default: default:
ret.Int = 0;
break; break;
} }
@ -395,6 +397,7 @@ UCVarValue FBaseCVar::FromFloat (float value, ECVarType type)
break; break;
default: default:
ret.Int = 0;
break; break;
} }
@ -456,6 +459,7 @@ UCVarValue FBaseCVar::FromString (const char *value, ECVarType type)
break; break;
default: default:
ret.Int = 0;
break; break;
} }
@ -1643,7 +1647,6 @@ CCMD (archivecvar)
void C_ListCVarsWithoutDescription() void C_ListCVarsWithoutDescription()
{ {
FBaseCVar* var = CVars; FBaseCVar* var = CVars;
int count = 0;
while (var) while (var)
{ {

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@ -1014,7 +1014,6 @@ void FExecList::AddPullins(TArray<FString> &wads, FConfigFile *config) const
FExecList *C_ParseExecFile(const char *file, FExecList *exec) FExecList *C_ParseExecFile(const char *file, FExecList *exec)
{ {
char cmd[4096]; char cmd[4096];
int retval = 0;
FileReader fr; FileReader fr;

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@ -805,7 +805,6 @@ DEFINE_ACTION_FUNCTION(_MoviePlayer, Frame)
PARAM_SELF_STRUCT_PROLOGUE(MoviePlayer); PARAM_SELF_STRUCT_PROLOGUE(MoviePlayer);
PARAM_FLOAT(clock); PARAM_FLOAT(clock);
ACTION_RETURN_INT(self->Frame(int64_t(clock))); ACTION_RETURN_INT(self->Frame(int64_t(clock)));
return 0;
} }
DEFINE_ACTION_FUNCTION(_MoviePlayer, Destroy) DEFINE_ACTION_FUNCTION(_MoviePlayer, Destroy)

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@ -142,7 +142,6 @@ DObject* CreateRunner(bool clearbefore)
void AddGenericVideo(DObject* runner, const FString& fn, int soundid, int fps) void AddGenericVideo(DObject* runner, const FString& fn, int soundid, int fps)
{ {
auto obj = runnerclass->CreateNew();
auto func = LookupFunction("ScreenJobRunner.AddGenericVideo", false); auto func = LookupFunction("ScreenJobRunner.AddGenericVideo", false);
VMValue val[] = { runner, &fn, soundid, fps }; VMValue val[] = { runner, &fn, soundid, fps };
VMCall(func, val, 4, nullptr, 0); VMCall(func, val, 4, nullptr, 0);

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@ -649,7 +649,6 @@ bool FRemapTable::AddTint(int start, int end, int r, int g, int b, int amount)
bool FRemapTable::AddToTranslation(const char *range) bool FRemapTable::AddToTranslation(const char *range)
{ {
int start,end; int start,end;
bool desaturated = false;
FScanner sc; FScanner sc;
sc.OpenMem("translation", range, int(strlen(range))); sc.OpenMem("translation", range, int(strlen(range)));

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@ -619,7 +619,6 @@ void FSerializer::ReadObjects(bool hubtravel)
if (BeginObject(nullptr)) if (BeginObject(nullptr))
{ {
FString clsname; // do not deserialize the class type directly so that we can print appropriate errors. FString clsname; // do not deserialize the class type directly so that we can print appropriate errors.
int pindex = -1;
Serialize(*this, "classtype", clsname, nullptr); Serialize(*this, "classtype", clsname, nullptr);
PClass *cls = PClass::FindClass(clsname); PClass *cls = PClass::FindClass(clsname);
@ -652,7 +651,6 @@ void FSerializer::ReadObjects(bool hubtravel)
{ {
if (obj != nullptr) if (obj != nullptr)
{ {
int pindex = -1;
try try
{ {
obj->SerializeUserVars(*this); obj->SerializeUserVars(*this);

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@ -218,7 +218,6 @@ void FileSystem::InitMultipleFiles (TArray<FString> &filenames, bool quiet, Lump
for(unsigned i=0;i<filenames.Size(); i++) for(unsigned i=0;i<filenames.Size(); i++)
{ {
int baselump = NumEntries;
AddFile (filenames[i], nullptr, quiet, filter); AddFile (filenames[i], nullptr, quiet, filter);
if (i == (unsigned)MaxIwadIndex) MoveLumpsInFolder("after_iwad/"); if (i == (unsigned)MaxIwadIndex) MoveLumpsInFolder("after_iwad/");

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@ -490,7 +490,7 @@ bool FResourceFile::FindPrefixRange(FString filter, void *lumps, size_t lumpsize
{ {
uint32_t min, max, mid, inside; uint32_t min, max, mid, inside;
FResourceLump *lump; FResourceLump *lump;
int cmp; int cmp = 0;
end = start = 0; end = start = 0;
@ -499,7 +499,7 @@ bool FResourceFile::FindPrefixRange(FString filter, void *lumps, size_t lumpsize
lumps = (uint8_t *)lumps - lumpsize; lumps = (uint8_t *)lumps - lumpsize;
// Binary search to find any match at all. // Binary search to find any match at all.
min = 1, max = maxlump; mid = min = 1, max = maxlump;
while (min <= max) while (min <= max)
{ {
mid = min + (max - min) / 2; mid = min + (max - min) / 2;

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@ -424,7 +424,6 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
LastChar = maxchar; LastChar = maxchar;
auto count = maxchar - minchar + 1; auto count = maxchar - minchar + 1;
Chars.Resize(count); Chars.Resize(count);
int fontheight = 0;
for (int i = 0; i < count; i++) for (int i = 0; i < count; i++)
{ {

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@ -88,7 +88,6 @@ TArray<FBrokenLines> V_BreakLines (FFont *font, int maxwidth, const uint8_t *str
{ {
if (*string == '[') if (*string == '[')
{ {
const uint8_t* start = string;
while (*string != ']' && *string != '\0') while (*string != ']' && *string != '\0')
{ {
string++; string++;

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@ -205,7 +205,6 @@ void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3
float PivotX = mVoxel->Mips[0].Pivot.X; float PivotX = mVoxel->Mips[0].Pivot.X;
float PivotY = mVoxel->Mips[0].Pivot.Y; float PivotY = mVoxel->Mips[0].Pivot.Y;
float PivotZ = mVoxel->Mips[0].Pivot.Z; float PivotZ = mVoxel->Mips[0].Pivot.Z;
int h = mVoxel->Mips[0].SizeZ;
FModelVertex vert; FModelVertex vert;
unsigned int indx[4]; unsigned int indx[4];

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@ -279,7 +279,7 @@ void SystemBaseFrameBuffer::PositionWindow(bool fullscreen, bool initialcall)
RECT r; RECT r;
LONG style, exStyle; LONG style, exStyle;
RECT monRect; RECT monRect = {};
if (!m_Fullscreen && fullscreen && !initialcall) SaveWindowedPos(); if (!m_Fullscreen && fullscreen && !initialcall) SaveWindowedPos();
if (m_Monitor) if (m_Monitor)

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@ -340,7 +340,7 @@ static HANDLE WriteMyMiniDump (void)
MINIDUMP_EXCEPTION_INFORMATION exceptor = { DbgThreadID, &CrashPointers, FALSE }; MINIDUMP_EXCEPTION_INFORMATION exceptor = { DbgThreadID, &CrashPointers, FALSE };
WCHAR dbghelpPath[MAX_PATH+12], *bs; WCHAR dbghelpPath[MAX_PATH+12], *bs;
WRITEDUMP pMiniDumpWriteDump; WRITEDUMP pMiniDumpWriteDump;
HANDLE file; HANDLE file = INVALID_HANDLE_VALUE;
BOOL good = FALSE; BOOL good = FALSE;
HMODULE dbghelp = NULL; HMODULE dbghelp = NULL;

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@ -281,14 +281,6 @@ CUSTOM_CVAR(Bool, joy_dinput, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCA
static const uint8_t POVButtons[9] = { 0x01, 0x03, 0x02, 0x06, 0x04, 0x0C, 0x08, 0x09, 0x00 }; static const uint8_t POVButtons[9] = { 0x01, 0x03, 0x02, 0x06, 0x04, 0x0C, 0x08, 0x09, 0x00 };
//("dc12a687-737f-11cf-884d-00aa004b2e24")
static const IID IID_IWbemLocator = { 0xdc12a687, 0x737f, 0x11cf,
{ 0x88, 0x4d, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
//("4590f811-1d3a-11d0-891f-00aa004b2e24")
static const CLSID CLSID_WbemLocator = { 0x4590f811, 0x1d3a, 0x11d0,
{ 0x89, 0x1f, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
// CODE -------------------------------------------------------------------- // CODE --------------------------------------------------------------------
//=========================================================================== //===========================================================================

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@ -514,8 +514,6 @@ LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
case WM_WTSSESSION_CHANGE: case WM_WTSSESSION_CHANGE:
case WM_POWERBROADCAST: case WM_POWERBROADCAST:
{ {
int oldstate = SessionState;
if (message == WM_WTSSESSION_CHANGE && lParam == (LPARAM)SessionID) if (message == WM_WTSSESSION_CHANGE && lParam == (LPARAM)SessionID)
{ {
#ifdef _DEBUG #ifdef _DEBUG

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@ -268,7 +268,6 @@ void I_CheckNativeMouse(bool preferNative, bool eventhandlerresult)
} }
else else
{ {
bool pauseState = false;
bool captureModeInGame = sysCallbacks.CaptureModeInGame && sysCallbacks.CaptureModeInGame(); bool captureModeInGame = sysCallbacks.CaptureModeInGame && sysCallbacks.CaptureModeInGame();
want_native = ((!m_use_mouse || menuactive != MENU_WaitKey) && want_native = ((!m_use_mouse || menuactive != MENU_WaitKey) &&
(!captureModeInGame || GUICapture)); (!captureModeInGame || GUICapture));

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@ -288,8 +288,8 @@ static void DoPrintStr(const char *cpt, HWND edit, HANDLE StdOut)
wchar_t wbuf[256]; wchar_t wbuf[256];
int bpos = 0; int bpos = 0;
CHARRANGE selection; CHARRANGE selection = {};
CHARRANGE endselection; CHARRANGE endselection = {};
LONG lines_before = 0, lines_after; LONG lines_before = 0, lines_after;
CHARFORMAT format; CHARFORMAT format;

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@ -113,7 +113,7 @@ CUSTOM_CVAR(Int, showendoom, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
FStartupScreen *FStartupScreen::CreateInstance(int max_progress) FStartupScreen *FStartupScreen::CreateInstance(int max_progress)
{ {
FStartupScreen *scr = NULL; FStartupScreen *scr = NULL;
HRESULT hr; HRESULT hr = -1;
if (!Args->CheckParm("-nostartup")) if (!Args->CheckParm("-nostartup"))
{ {

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@ -751,9 +751,9 @@ FStrifeStartupScreen::FStrifeStartupScreen(int max_progress, long& hr)
if (lumpnum >= 0 && (lumplen = fileSystem.FileLength(lumpnum)) == StrifeStartupPicSizes[i]) if (lumpnum >= 0 && (lumplen = fileSystem.FileLength(lumpnum)) == StrifeStartupPicSizes[i])
{ {
auto lumpr = fileSystem.OpenFileReader(lumpnum); auto lumpr1 = fileSystem.OpenFileReader(lumpnum);
StartupPics[i] = new uint8_t[lumplen]; StartupPics[i] = new uint8_t[lumplen];
lumpr.Read(StartupPics[i], lumplen); lumpr1.Read(StartupPics[i], lumplen);
} }
} }

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@ -423,8 +423,6 @@ bool Win32GLVideo::InitHardware(HWND Window, int multisample)
} }
int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB; int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
const char *version = Args->CheckValue("-glversion");
for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++) for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++)
{ {

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@ -326,7 +326,6 @@ void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{ {
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return; if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
int flags = mat->GetScaleFlags();
int numLayers = mat->NumLayers(); int numLayers = mat->NumLayers();
MaterialLayerInfo* layer; MaterialLayerInfo* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer)); auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));

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@ -301,8 +301,6 @@ void FHardwareTexture::BindToFrameBuffer(int width, int height)
bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags) bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags)
{ {
int usebright = false;
bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter; bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter;
// Bind it to the system. // Bind it to the system.

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@ -444,8 +444,6 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
if (result == GL_FRAMEBUFFER_COMPLETE) if (result == GL_FRAMEBUFFER_COMPLETE)
return true; return true;
bool FailedCreate = true;
if (gl_debug_level > 0) if (gl_debug_level > 0)
{ {
FString error = "glCheckFramebufferStatus failed: "; FString error = "glCheckFramebufferStatus failed: ";

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@ -318,7 +318,6 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
lastClamp = clampmode; lastClamp = clampmode;
lastTranslation = translation; lastTranslation = translation;
int usebright = false;
int maxbound = 0; int maxbound = 0;
int numLayers = mat->NumLayers(); int numLayers = mat->NumLayers();

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@ -286,7 +286,6 @@ void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{ {
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return; if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
int flags = mat->GetScaleFlags();
int numLayers = mat->NumLayers(); int numLayers = mat->NumLayers();
MaterialLayerInfo* layer; MaterialLayerInfo* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer)); auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));

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@ -166,9 +166,6 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize) void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
{ {
int rw = GetTexDimension(w);
int rh = GetTexDimension(h);
if (texelsize < 1 || texelsize > 4) texelsize = 4; if (texelsize < 1 || texelsize > 4) texelsize = 4;
glTextureBytes = texelsize; glTextureBytes = texelsize;
bufferpitch = w; bufferpitch = w;
@ -287,8 +284,6 @@ void FHardwareTexture::BindToFrameBuffer(int width, int height)
bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags) bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags)
{ {
int usebright = false;
bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter; bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter;
// Bind it to the system. // Bind it to the system.

View file

@ -161,7 +161,6 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
for (size_t n = 0; n < mPresentShader->Uniforms.mFields.size(); n++) for (size_t n = 0; n < mPresentShader->Uniforms.mFields.size(); n++)
{ {
int index = -1;
UniformFieldDesc desc = mPresentShader->Uniforms.mFields[n]; UniformFieldDesc desc = mPresentShader->Uniforms.mFields[n];
int loc = mPresentShader->Uniforms.UniformLocation[n]; int loc = mPresentShader->Uniforms.UniformLocation[n];
switch (desc.Type) switch (desc.Type)

View file

@ -302,9 +302,6 @@ namespace OpenGLESRenderer
if (result == GL_FRAMEBUFFER_COMPLETE) if (result == GL_FRAMEBUFFER_COMPLETE)
return true; return true;
bool FailedCreate = true;
FString error = "glCheckFramebufferStatus failed: "; FString error = "glCheckFramebufferStatus failed: ";
switch (result) switch (result)
{ {

View file

@ -110,7 +110,6 @@ FGLRenderer::~FGLRenderer()
bool FGLRenderer::StartOffscreen() bool FGLRenderer::StartOffscreen()
{ {
bool firstBind = (mFBID == 0);
if (mFBID == 0) if (mFBID == 0)
glGenFramebuffers(1, &mFBID); glGenFramebuffers(1, &mFBID);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);

View file

@ -458,7 +458,6 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
lastClamp = clampmode; lastClamp = clampmode;
lastTranslation = translation; lastTranslation = translation;
int usebright = false;
int maxbound = 0; int maxbound = 0;
int numLayers = mat->NumLayers(); int numLayers = mat->NumLayers();

View file

@ -392,7 +392,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
assert(screen->mLights != NULL); assert(screen->mLights != NULL);
bool lightbuffertype = screen->mLights->GetBufferType();
unsigned int lightbuffersize = screen->mLights->GetBlockSize(); unsigned int lightbuffersize = screen->mLights->GetBlockSize();
vp_comb.Format("#version 100\n#define NUM_UBO_LIGHTS %d\n#define NO_CLIPDISTANCE_SUPPORT\n", lightbuffersize); vp_comb.Format("#version 100\n#define NUM_UBO_LIGHTS %d\n#define NO_CLIPDISTANCE_SUPPORT\n", lightbuffersize);
@ -851,7 +850,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
mMaterialShaders.Push(shc); mMaterialShaders.Push(shc);
if (i < SHADER_NoTexture) if (i < SHADER_NoTexture)
{ {
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, passType); shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, passType);
mMaterialShadersNAT.Push(shc); mMaterialShadersNAT.Push(shc);
} }
} }

View file

@ -149,7 +149,6 @@ std::pair<FFlatVertex *, unsigned int> FFlatVertexBuffer::AllocVertices(unsigned
{ {
FFlatVertex *p = GetBuffer(); FFlatVertex *p = GetBuffer();
auto index = mCurIndex.fetch_add(count); auto index = mCurIndex.fetch_add(count);
auto offset = index;
if (index + count >= BUFFER_SIZE_TO_USE) if (index + count >= BUFFER_SIZE_TO_USE)
{ {
// If a single scene needs 2'000'000 vertices there must be something very wrong. // If a single scene needs 2'000'000 vertices there must be something very wrong.

View file

@ -152,7 +152,7 @@ FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &sam
char *chars = code.LockBuffer(); char *chars = code.LockBuffer();
ptrdiff_t startIndex = 0; ptrdiff_t startIndex = 0;
ptrdiff_t startpos, endpos; ptrdiff_t startpos, endpos = 0;
while (true) while (true)
{ {
ptrdiff_t matchIndex = code.IndexOf("layout(binding", startIndex); ptrdiff_t matchIndex = code.IndexOf("layout(binding", startIndex);
@ -216,7 +216,6 @@ FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &sam
FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword) FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword)
{ {
ptrdiff_t len = code.Len();
char *chars = code.LockBuffer(); char *chars = code.LockBuffer();
ptrdiff_t startIndex = 0; ptrdiff_t startIndex = 0;

View file

@ -89,7 +89,6 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
for(auto &cmd : commands) for(auto &cmd : commands)
{ {
int gltrans = -1;
state.SetRenderStyle(cmd.mRenderStyle); state.SetRenderStyle(cmd.mRenderStyle);
state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed)); state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
state.EnableFog(2); // Special 2D mode 'fog'. state.EnableFog(2); // Special 2D mode 'fog'.

View file

@ -105,7 +105,6 @@ namespace
// minimum set in GZDoom 4.0.0, but only while those fonts are required. // minimum set in GZDoom 4.0.0, but only while those fonts are required.
static bool lastspecialUI = false; static bool lastspecialUI = false;
bool isInActualMenu = false;
bool specialUI = (!sysCallbacks.IsSpecialUI || sysCallbacks.IsSpecialUI()); bool specialUI = (!sysCallbacks.IsSpecialUI || sysCallbacks.IsSpecialUI());

View file

@ -374,8 +374,6 @@ void V_InitScreen()
void V_Init2() void V_Init2()
{ {
float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;
{ {
DFrameBuffer *s = screen; DFrameBuffer *s = screen;
screen = NULL; screen = NULL;

View file

@ -347,8 +347,6 @@ void VulkanDevice::CreateInstance()
VkBool32 VulkanDevice::DebugCallback(VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* callbackData, void* userData) VkBool32 VulkanDevice::DebugCallback(VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* callbackData, void* userData)
{ {
VulkanDevice *device = (VulkanDevice*)userData;
static std::mutex mtx; static std::mutex mtx;
static std::set<FString> seenMessages; static std::set<FString> seenMessages;
static int totalMessages; static int totalMessages;

View file

@ -421,7 +421,6 @@ IDataBuffer *VulkanFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bo
{ {
auto buffer = new VKDataBuffer(bindingpoint, ssbo, needsresize); auto buffer = new VKDataBuffer(bindingpoint, ssbo, needsresize);
auto fb = GetVulkanFrameBuffer();
switch (bindingpoint) switch (bindingpoint)
{ {
case LIGHTBUF_BINDINGPOINT: LightBufferSSO = buffer; break; case LIGHTBUF_BINDINGPOINT: LightBufferSSO = buffer; break;

View file

@ -2436,7 +2436,7 @@ ExpEmit FxAssign::Emit(VMFunctionBuilder *build)
ExpEmit result; ExpEmit result;
bool intconst = false; bool intconst = false;
int intconstval; int intconstval = 0;
if (Right->isConstant() && Right->ValueType->GetRegType() == REGT_INT) if (Right->isConstant() && Right->ValueType->GetRegType() == REGT_INT)
{ {
@ -4396,7 +4396,7 @@ ExpEmit FxBinaryLogical::Emit(VMFunctionBuilder *build)
build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 1 : 0); build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 1 : 0);
build->Emit(OP_JMP, 1); build->Emit(OP_JMP, 1);
build->BackpatchListToHere(no); build->BackpatchListToHere(no);
auto ctarget = build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 0 : 1); build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 0 : 1);
list.DeleteAndClear(); list.DeleteAndClear();
list.ShrinkToFit(); list.ShrinkToFit();
return to; return to;
@ -8036,7 +8036,7 @@ FxExpression *FxMemberFunctionCall::Resolve(FCompileContext& ctx)
} }
// No need to create a dedicated node here, all builtins map directly to trivial operations. // No need to create a dedicated node here, all builtins map directly to trivial operations.
Self->ValueType = TypeSInt32; // all builtins treat the texture index as integer. Self->ValueType = TypeSInt32; // all builtins treat the texture index as integer.
FxExpression *x; FxExpression *x = nullptr;
switch (MethodName.GetIndex()) switch (MethodName.GetIndex())
{ {
case NAME_IsValid: case NAME_IsValid:

View file

@ -265,7 +265,7 @@ void VMDumpConstants(FILE *out, const VMScriptFunction *func)
void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction *func) void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction *func)
{ {
VMFunction *callfunc; VMFunction *callfunc = nullptr;
const char *name; const char *name;
int col; int col;
int mode; int mode;
@ -665,7 +665,6 @@ static int print_reg(FILE *out, int col, int arg, int mode, int immshift, const
default: default:
return col+printf_wrapper(out, "$%d", arg); return col+printf_wrapper(out, "$%d", arg);
} }
return col;
} }
//========================================================================== //==========================================================================

View file

@ -1302,12 +1302,10 @@ static int ExecScriptFunc(VMFrameStack *stack, VMReturn *ret, int numret)
ASSERTF(a); ASSERTF(B); ASSERTKF(C); ASSERTF(a); ASSERTF(B); ASSERTKF(C);
fb = reg.f[B]; fc = konstf[C]; fb = reg.f[B]; fc = konstf[C];
goto Do_MODF; goto Do_MODF;
NEXTOP;
OP(MODF_KR): OP(MODF_KR):
ASSERTF(a); ASSERTKF(B); ASSERTF(C); ASSERTF(a); ASSERTKF(B); ASSERTF(C);
fb = konstf[B]; fc = reg.f[C]; fb = konstf[B]; fc = reg.f[C];
goto Do_MODF; goto Do_MODF;
NEXTOP;
OP(POWF_RR): OP(POWF_RR):
ASSERTF(a); ASSERTF(B); ASSERTF(C); ASSERTF(a); ASSERTF(B); ASSERTF(C);
@ -1712,7 +1710,6 @@ static int ExecScriptFunc(VMFrameStack *stack, VMReturn *ret, int numret)
// PrintParameters(reg.param + f->NumParam - B, B); // PrintParameters(reg.param + f->NumParam - B, B);
throw; throw;
} }
return 0;
} }
static double DoFLOP(int flop, double v) static double DoFLOP(int flop, double v)

View file

@ -694,7 +694,6 @@ void ThrowAbortException(EVMAbortException reason, const char *moreinfo, ...)
va_list ap; va_list ap;
va_start(ap, moreinfo); va_start(ap, moreinfo);
throw CVMAbortException(reason, moreinfo, ap); throw CVMAbortException(reason, moreinfo, ap);
va_end(ap);
} }
void ThrowAbortException(VMScriptFunction *sfunc, VMOP *line, EVMAbortException reason, const char *moreinfo, ...) void ThrowAbortException(VMScriptFunction *sfunc, VMOP *line, EVMAbortException reason, const char *moreinfo, ...)
@ -706,7 +705,6 @@ void ThrowAbortException(VMScriptFunction *sfunc, VMOP *line, EVMAbortException
err.stacktrace.AppendFormat("Called from %s at %s, line %d\n", sfunc->PrintableName.GetChars(), sfunc->SourceFileName.GetChars(), sfunc->PCToLine(line)); err.stacktrace.AppendFormat("Called from %s at %s, line %d\n", sfunc->PrintableName.GetChars(), sfunc->SourceFileName.GetChars(), sfunc->PCToLine(line));
throw err; throw err;
va_end(ap);
} }
DEFINE_ACTION_FUNCTION(DObject, ThrowAbortException) DEFINE_ACTION_FUNCTION(DObject, ThrowAbortException)

View file

@ -618,8 +618,6 @@ void DStatusBarCore::DrawRotated(FGameTexture* tex, double x, double y, int flag
{ {
double texwidth = tex->GetDisplayWidth() * scaleX; double texwidth = tex->GetDisplayWidth() * scaleX;
double texheight = tex->GetDisplayHeight() * scaleY; double texheight = tex->GetDisplayHeight() * scaleY;
double texleftoffs = tex->GetDisplayLeftOffset() * scaleY;
double textopoffs = tex->GetDisplayTopOffset() * scaleY;
// resolve auto-alignment before making any adjustments to the position values. // resolve auto-alignment before making any adjustments to the position values.
if (!(flags & DI_SCREEN_MANUAL_ALIGN)) if (!(flags & DI_SCREEN_MANUAL_ALIGN))

View file

@ -296,7 +296,7 @@ TArray<uint8_t> FJPEGTexture::CreatePalettedPixels(int conversion)
while (cinfo.output_scanline < cinfo.output_height) while (cinfo.output_scanline < cinfo.output_height)
{ {
int num_scanlines = jpeg_read_scanlines(&cinfo, &buff, 1); jpeg_read_scanlines(&cinfo, &buff, 1);
uint8_t *in = buff; uint8_t *in = buff;
uint8_t *out = Pixels.Data() + y; uint8_t *out = Pixels.Data() + y;
switch (cinfo.out_color_space) switch (cinfo.out_color_space)

View file

@ -383,7 +383,7 @@ TArray<uint8_t> FPCXTexture::CreatePalettedPixels(int conversion)
else if (bitcount == 8) else if (bitcount == 8)
{ {
lump.Seek(-769, FileReader::SeekEnd); lump.Seek(-769, FileReader::SeekEnd);
uint8_t c = lump.ReadUInt8(); lump.ReadUInt8();
//if (c !=0x0c) memcpy(PaletteMap, GrayMap, 256); // Fallback for files without palette //if (c !=0x0c) memcpy(PaletteMap, GrayMap, 256); // Fallback for files without palette
//else //else
for(int i=0;i<256;i++) for(int i=0;i<256;i++)

View file

@ -85,7 +85,6 @@ PalettedPixels FImageSource::GetCachedPalettedPixels(int conversion)
FString name; FString name;
fileSystem.GetFileShortName(name, SourceLump); fileSystem.GetFileShortName(name, SourceLump);
std::pair<int, int> *info = nullptr;
auto imageID = ImageID; auto imageID = ImageID;
// Do we have this image in the cache? // Do we have this image in the cache?
@ -201,7 +200,6 @@ FBitmap FImageSource::GetCachedBitmap(const PalEntry *remap, int conversion, int
int trans = -1; int trans = -1;
fileSystem.GetFileShortName(name, SourceLump); fileSystem.GetFileShortName(name, SourceLump);
std::pair<int, int> *info = nullptr;
auto imageID = ImageID; auto imageID = ImageID;
if (remap != nullptr) if (remap != nullptr)

View file

@ -853,7 +853,6 @@ void FMultipatchTextureBuilder::ResolveAllPatches()
ResolvePatches(bi); ResolvePatches(bi);
} }
// Now try to resolve the images. We only can do this at the end when all multipatch textures are set up. // Now try to resolve the images. We only can do this at the end when all multipatch textures are set up.
int i = 0;
// reverse the list so that the Delete operation in the loop below deletes at the end. // reverse the list so that the Delete operation in the loop below deletes at the end.
// For normal sized lists this is of no real concern, but Total Chaos has over 250000 textures where this becomes a performance issue. // For normal sized lists this is of no real concern, but Total Chaos has over 250000 textures where this becomes a performance issue.

View file

@ -717,7 +717,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
sc.String[8]=0; sc.String[8]=0;
tlist.Clear(); tlist.Clear();
int amount = ListTextures(sc.String, tlist); ListTextures(sc.String, tlist);
FName texname = sc.String; FName texname = sc.String;
sc.MustGetString(); sc.MustGetString();
@ -919,7 +919,6 @@ void FTextureManager::LoadTextureX(int wadnum, FMultipatchTextureBuilder &build)
void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build) void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build)
{ {
int firsttexture = Textures.Size(); int firsttexture = Textures.Size();
int lumpcount = fileSystem.GetNumEntries();
bool iwad = wadnum >= fileSystem.GetIwadNum() && wadnum <= fileSystem.GetMaxIwadNum(); bool iwad = wadnum >= fileSystem.GetIwadNum() && wadnum <= fileSystem.GetMaxIwadNum();
FirstTextureForFile.Push(firsttexture); FirstTextureForFile.Push(firsttexture);

View file

@ -85,8 +85,6 @@ compare_right(nat_char const *a, nat_char const *b)
} else if (!*a && !*b) } else if (!*a && !*b)
return bias; return bias;
} }
return 0;
} }
@ -107,8 +105,6 @@ compare_left(nat_char const *a, nat_char const *b)
else if (*a > *b) else if (*a > *b)
return +1; return +1;
} }
return 0;
} }

View file

@ -903,7 +903,6 @@ int ReadPalette(int lumpnum, uint8_t* buffer)
fr.Seek(33, FileReader::SeekSet); fr.Seek(33, FileReader::SeekSet);
fr.Read(&len, 4); fr.Read(&len, 4);
fr.Read(&id, 4); fr.Read(&id, 4);
bool succeeded = false;
while (id != MAKE_ID('I', 'D', 'A', 'T') && id != MAKE_ID('I', 'E', 'N', 'D')) while (id != MAKE_ID('I', 'D', 'A', 'T') && id != MAKE_ID('I', 'E', 'N', 'D'))
{ {
len = BigLong((unsigned int)len); len = BigLong((unsigned int)len);

View file

@ -428,7 +428,6 @@ int getAlternative(int code)
case 0x457: return 0xef; case 0x457: return 0xef;
case 0x458: return 'j'; case 0x458: return 'j';
} }
return code;
} }
//========================================================================== //==========================================================================

View file

@ -318,9 +318,9 @@ namespace StringFormat
*/ */
const char *decimal_point = ".";/* locale specific decimal point */ const char *decimal_point = ".";/* locale specific decimal point */
int signflag; /* true if float is negative */ int signflag; /* true if float is negative */
int expt; /* integer value of exponent */ int expt = 0; /* integer value of exponent */
char expchar = 'e'; /* exponent character: [eEpP\0] */ char expchar = 'e'; /* exponent character: [eEpP\0] */
char *dtoaend; /* pointer to end of converted digits */ char* dtoaend = nullptr; /* pointer to end of converted digits */
int expsize = 0; /* character count for expstr */ int expsize = 0; /* character count for expstr */
int ndig = 0; /* actual number of digits returned by dtoa */ int ndig = 0; /* actual number of digits returned by dtoa */
char expstr[MAXEXPDIG+2]; /* buffer for exponent string: e+ZZZ */ char expstr[MAXEXPDIG+2]; /* buffer for exponent string: e+ZZZ */

View file

@ -680,15 +680,12 @@ void DrawOverheadMap(int pl_x, int pl_y, int pl_angle, double const smoothratio)
int y = follow_y; int y = follow_y;
follow_a = am_rotate ? pl_angle : 0; follow_a = am_rotate ? pl_angle : 0;
AutomapControl(); AutomapControl();
int width = screen->GetWidth();
if (automapMode == am_full) if (automapMode == am_full)
{ {
twod->ClearScreen(); twod->ClearScreen();
renderDrawMapView(x, y, gZoom, follow_a); renderDrawMapView(x, y, gZoom, follow_a);
} }
int32_t tmpydim = (width * 5) / 8;
drawredlines(x, y, gZoom, follow_a); drawredlines(x, y, gZoom, follow_a);
drawwhitelines(x, y, gZoom, follow_a); drawwhitelines(x, y, gZoom, follow_a);
if (!gi->DrawAutomapPlayer(x, y, gZoom, follow_a, smoothratio)) if (!gi->DrawAutomapPlayer(x, y, gZoom, follow_a, smoothratio))

View file

@ -318,7 +318,7 @@ void parseCopyTile(FScanner& sc, FScriptPosition& pos)
FScanner::SavedPos blockend; FScanner::SavedPos blockend;
int tile = -1, source = -1; int tile = -1, source = -1;
int havetile = 0, xoffset = -1024, yoffset = -1024; int havetile = 0, xoffset = -1024, yoffset = -1024;
int flags = 0, tsiz = 0, temppal = -1, tempsource = -1; int flags = 0, temppal = -1, tempsource = -1;
if (!sc.GetNumber(tile, true)) return; if (!sc.GetNumber(tile, true)) return;
@ -1953,7 +1953,7 @@ void parseModel(FScanner& sc, FScriptPosition& pos)
FString modelfn; FString modelfn;
double scale = 1.0, mzadd = 0.0, myoffset = 0.0; double scale = 1.0, mzadd = 0.0, myoffset = 0.0;
int32_t shadeoffs = 0, pal = 0, flags = 0; int32_t shadeoffs = 0, flags = 0;
FixedBitArray<1024> usedframes; FixedBitArray<1024> usedframes;
usedframes.Zero(); usedframes.Zero();

View file

@ -697,7 +697,6 @@ CCMD(mapinfo)
int lump = fileSystem.FindFile(map->fileName); int lump = fileSystem.FindFile(map->fileName);
if (lump >= 0) if (lump >= 0)
{ {
int rfnum = fileSystem.GetFileContainer(lump);
Printf("map %s \"%s\"\n{\n", map->labelName.GetChars(), map->DisplayName()); Printf("map %s \"%s\"\n{\n", map->labelName.GetChars(), map->DisplayName());
Printf("\tlevelnum = %d\n\tCluster = %d\n", map->levelNumber, map->cluster); Printf("\tlevelnum = %d\n\tCluster = %d\n", map->levelNumber, map->cluster);
if (map->Author.IsNotEmpty()) if (map->Author.IsNotEmpty())
@ -1049,9 +1048,6 @@ void FMapInfoParser::ParseCutsceneInfo()
FString map; FString map;
FString pic; FString pic;
FString name; FString name;
bool remove = false;
char key = 0;
int flags = 0;
ParseOpenBrace(); ParseOpenBrace();
@ -1107,9 +1103,6 @@ void FMapInfoParser::ParseGameInfo()
FString map; FString map;
FString pic; FString pic;
FString name; FString name;
bool remove = false;
char key = 0;
int flags = 0;
ParseOpenBrace(); ParseOpenBrace();
@ -1302,10 +1295,6 @@ void G_ParseMapInfo ()
int lump, lastlump = 0; int lump, lastlump = 0;
MapRecord gamedefaults; MapRecord gamedefaults;
// first parse the internal one which sets up the needed basics and patches the legacy definitions of each game.
FMapInfoParser parse;
MapRecord defaultinfo;
// Parse internal RMAPINFOs. // Parse internal RMAPINFOs.
while ((lump = fileSystem.FindLumpFullName("engine/rmapinfo.txt", &lastlump, false)) != -1) while ((lump = fileSystem.FindLumpFullName("engine/rmapinfo.txt", &lastlump, false)) != -1)
{ {

View file

@ -326,7 +326,6 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
strncpy (subsection, "ConsoleAliases", sublen); strncpy (subsection, "ConsoleAliases", sublen);
if (SetSection (section)) if (SetSection (section))
{ {
const char *name = NULL;
while (NextInSection (key, value)) while (NextInSection (key, value))
{ {
FStringf cmd("alias %s \"%s\"", key, value); FStringf cmd("alias %s \"%s\"", key, value);

View file

@ -1029,7 +1029,6 @@ int RunGame()
palindexmap[0] = 255; palindexmap[0] = 255;
for (int i = 1; i <= 255; i++) palindexmap[i] = i; for (int i = 1; i <= 255; i++) palindexmap[i] = i;
GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one
int v = ColorMatcher.Pick(0, 0, 0);
gi->loadPalette(); gi->loadPalette();
StartScreen->Progress(); StartScreen->Progress();
InitTextures(); InitTextures();
@ -1396,7 +1395,6 @@ CVAR(Int, crosshair, 0, CVAR_ARCHIVE)
void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color) void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color)
{ {
int type = -1;
if (automapMode == am_off && cl_crosshair) if (automapMode == am_off && cl_crosshair)
{ {
if (deftile < MAXTILES && crosshair == 0) if (deftile < MAXTILES && crosshair == 0)

View file

@ -134,7 +134,6 @@ inline void copyfloorpal(spritetype* spr, const sectortype* sect)
inline void spriteSetSlope(spritetype* spr, int heinum) inline void spriteSetSlope(spritetype* spr, int heinum)
{ {
int cstat = spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK;
if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
{ {
spr->xoffset = heinum & 255; spr->xoffset = heinum & 255;

View file

@ -413,14 +413,13 @@ static void BuildEpisodeMenu()
double y = ld->mYpos; double y = ld->mYpos;
// Volume definitions should be sorted by intended menu order. // Volume definitions should be sorted by intended menu order.
auto font = PickSmallFont();
for (auto &vol : volumes) for (auto &vol : volumes)
{ {
if (vol.name.IsNotEmpty() && !(vol.flags & VF_HIDEFROMSP)) if (vol.name.IsNotEmpty() && !(vol.flags & VF_HIDEFROMSP))
{ {
int isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && (vol.flags & VF_SHAREWARELOCK)); bool isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && (vol.flags & VF_SHAREWARELOCK));
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, vol.name[0], auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, vol.name[0],
vol.name, ld->mFont, CR_UNTRANSLATED, isShareware, NAME_Skillmenu, vol.index); // font colors are not used, so hijack one for the shareware flag. vol.name, ld->mFont, CR_UNTRANSLATED, int(isShareware), NAME_Skillmenu, vol.index); // font colors are not used, so hijack one for the shareware flag.
y += ld->mLinespacing; y += ld->mLinespacing;
ld->mItems.Push(it); ld->mItems.Push(it);

View file

@ -251,7 +251,6 @@ void LookupTableInfo::postLoadLookups()
{ {
int numpalettes = GPalette.NumTranslations(Translation_BasePalettes); int numpalettes = GPalette.NumTranslations(Translation_BasePalettes);
if (numpalettes == 0) return; if (numpalettes == 0) return;
auto basepalette = GPalette.GetTranslation(Translation_BasePalettes, 0);
for (int i = 0; i < numpalettes; i++) for (int i = 0; i < numpalettes; i++)
{ {

View file

@ -246,7 +246,7 @@ void WriteSavePic(FileWriter* file, int width, int height)
savefile = file; savefile = file;
savewidth = width; savewidth = width;
saveheight = height; saveheight = height;
bool didit = gi->GenerateSavePic(); /*bool didit =*/ gi->GenerateSavePic();
writingsavepic = false; writingsavepic = false;
xdim = oldx; xdim = oldx;
ydim = oldy; ydim = oldy;

View file

@ -487,7 +487,6 @@ void HWDrawInfo::CreateScene(bool portal)
void HWDrawInfo::RenderScene(FRenderState &state) void HWDrawInfo::RenderScene(FRenderState &state)
{ {
const auto &vp = Viewpoint;
RenderAll.Clock(); RenderAll.Clock();
state.SetDepthMask(true); state.SetDepthMask(true);
@ -675,7 +674,6 @@ void HWDrawInfo::DrawScene(int drawmode, bool portal)
{ {
static int recursion = 0; static int recursion = 0;
static int ssao_portals_available = 0; static int ssao_portals_available = 0;
const auto& vp = Viewpoint;
bool applySSAO = false; bool applySSAO = false;
if (drawmode == DM_MAINVIEW) if (drawmode == DM_MAINVIEW)

View file

@ -317,8 +317,6 @@ void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestenci
bool needdepth = NeedDepthBuffer(); bool needdepth = NeedDepthBuffer();
// Restore the old view // Restore the old view
auto &vp = di->Viewpoint;
//if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
if (usestencil) if (usestencil)
{ {

View file

@ -37,8 +37,6 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
{ {
int indexed = hw_int_useindexedcolortextures; int indexed = hw_int_useindexedcolortextures;
hw_int_useindexedcolortextures = false; // this code does not work with indexed textures. hw_int_useindexedcolortextures = false; // this code does not work with indexed textures.
bool drawBoth = false;
auto &vp = di->Viewpoint;
if (di->isSoftwareLighting()) if (di->isSoftwareLighting())
{ {
@ -64,7 +62,6 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
else if (!origin->cloudy) else if (!origin->cloudy)
{ {
auto tex = origin->texture; auto tex = origin->texture;
float texw = tex->GetDisplayWidth();
float texh = tex->GetDisplayHeight(); float texh = tex->GetDisplayHeight();
auto& modelMatrix = state.mModelMatrix; auto& modelMatrix = state.mModelMatrix;
auto& textureMatrix = state.mTextureMatrix; auto& textureMatrix = state.mTextureMatrix;

View file

@ -56,7 +56,6 @@ void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
{ {
bool additivefog = false; bool additivefog = false;
bool foglayer = false; bool foglayer = false;
auto& vp = di->Viewpoint;
if (translucent) if (translucent)
{ {

View file

@ -1052,8 +1052,6 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
PlanesAtPoint(backsector, wal->x, wal->y, &bch1, &bfh1); PlanesAtPoint(backsector, wal->x, wal->y, &bch1, &bfh1);
PlanesAtPoint(backsector, p2wall->x, p2wall->y, &bch2, &bfh2); PlanesAtPoint(backsector, p2wall->x, p2wall->y, &bch2, &bfh2);
float zalign = 0.f;
SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2); SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2); SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);

View file

@ -157,7 +157,7 @@ void G_AddExternalSearchPaths(TArray<FString> &searchpaths)
FString path; FString path;
for (int i = 0; entry.subpaths[i]; i++) for (int i = 0; entry.subpaths[i]; i++)
{ {
path.Format("%s%s", buf, entry.subpaths[i]); path.Format("%s%s", buf.GetChars(), entry.subpaths[i]);
AddSearchPath(searchpaths, path); AddSearchPath(searchpaths, path);
} }
} }

View file

@ -295,7 +295,7 @@ bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2
{ {
for (auto& pt : polygon[a]) for (auto& pt : polygon[a])
{ {
float planez; float planez = 0;
PlanesAtPoint(sectorp, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr); PlanesAtPoint(sectorp, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
FVector3 point = { pt.first, pt.second, planez }; FVector3 point = { pt.first, pt.second, planez };
points[p++] = point; points[p++] = point;
@ -523,7 +523,7 @@ nexti:;
{ {
auto& pt = entry.vertices[i]; auto& pt = entry.vertices[i];
float planez; float planez = 0;
PlanesAtPoint(sectorp, (pt.X * 16), (pt.Y * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr); PlanesAtPoint(sectorp, (pt.X * 16), (pt.Y * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
entry.vertices[i].Z = planez; entry.vertices[i].Z = planez;
entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z); entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z);

View file

@ -109,7 +109,6 @@ void setViewport(int viewSize)
reserved.top = xs_CRoundToInt((reserved.top * hud_scalefactor * ydim) / 200); reserved.top = xs_CRoundToInt((reserved.top * hud_scalefactor * ydim) / 200);
reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scalefactor * ydim) / 200); reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scalefactor * ydim) / 200);
int xdimcorrect = min(Scale(ydim, 4, 3), xdim);
if (viewSize > Hud_Stbar) if (viewSize > Hud_Stbar)
{ {
x0 = 0; x0 = 0;

View file

@ -411,7 +411,6 @@ bool PreBindTexture(FRenderState* state, FGameTexture*& tex, EUpscaleFlags& flag
bool foggy = state && (state->GetFogColor() & 0xffffff); bool foggy = state && (state->GetFogColor() & 0xffffff);
if (PickTexture(tex, translation, pick, hw_int_useindexedcolortextures && !foggy)) if (PickTexture(tex, translation, pick, hw_int_useindexedcolortextures && !foggy))
{ {
int TextureType = (pick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
int lookuppal = pick.translation & 0x7fffffff; int lookuppal = pick.translation & 0x7fffffff;
if (pick.translation & 0x80000000) if (pick.translation & 0x80000000)

View file

@ -124,8 +124,6 @@ void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation)
void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH) void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH)
{ {
int yxAspect = yxaspect;
int viewingRange = viewingrange;
videoSetCorrectedAspect(); videoSetCorrectedAspect();
int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.))); int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.)));
@ -252,7 +250,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
{ {
renderPrepareMirror(x, y, z, a, horiz, nWall, &cx, &cy, &ca); renderPrepareMirror(x, y, z, a, horiz, nWall, &cx, &cy, &ca);
} }
int32_t didmirror = renderDrawRoomsQ16(cx, cy, z, ca, horiz, mirrorsector, true); renderDrawRoomsQ16(cx, cy, z, ca, horiz, mirrorsector, true);
viewProcessSprites(pm_tsprite, pm_spritesortcnt, cx, cy, z, FixedToInt(ca), smooth); viewProcessSprites(pm_tsprite, pm_spritesortcnt, cx, cy, z, FixedToInt(ca), smooth);
renderDrawMasks(); renderDrawMasks();
if (GetWallType(nWall) != kWallStack) if (GetWallType(nWall) != kWallStack)
@ -267,7 +265,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
{ {
r_rorphase = 1; r_rorphase = 1;
int nSector = mirror[i].link; int nSector = mirror[i].link;
int bakCstat; int bakCstat = 0;
if (viewPlayer >= 0) if (viewPlayer >= 0)
{ {
bakCstat = gPlayer[viewPlayer].pSprite->cstat; bakCstat = gPlayer[viewPlayer].pSprite->cstat;
@ -299,7 +297,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
{ {
r_rorphase = 1; r_rorphase = 1;
int nSector = mirror[i].link; int nSector = mirror[i].link;
int bakCstat; int bakCstat = 0;
if (viewPlayer >= 0) if (viewPlayer >= 0)
{ {
bakCstat = gPlayer[viewPlayer].pSprite->cstat; bakCstat = gPlayer[viewPlayer].pSprite->cstat;

View file

@ -2437,7 +2437,6 @@ static void actInitDudes()
BloodStatIterator it(kStatDude); BloodStatIterator it(kStatDude);
while (auto act = it.Next()) while (auto act = it.Next())
{ {
spritetype* pSprite = &act->s();
if (act->hasX() && act->x().key > 0) // Drop Key if (act->hasX() && act->x().key > 0) // Drop Key
actDropObject(act, kItemKeyBase + (act->x().key - 1)); actDropObject(act, kItemKeyBase + (act->x().key - 1));
DeleteSprite(act); DeleteSprite(act);
@ -2852,7 +2851,6 @@ static DBloodActor* actDropKey(DBloodActor* actor, int nType)
if (act2 && gGameOptions.nGameType == 1) if (act2 && gGameOptions.nGameType == 1)
{ {
act2->addX(); act2->addX();
auto pSprite2 = &act2->s();
act2->x().respawn = 3; act2->x().respawn = 3;
act2->hit.florhit = 0; act2->hit.florhit = 0;
act2->hit.ceilhit = 0; act2->hit.ceilhit = 0;
@ -3334,7 +3332,6 @@ static void burningCultistDeath(DBloodActor* actor, int nSeq)
static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType) static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
{ {
auto pSprite = &actor->s();
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
playGenDudeSound(actor, kGenDudeSndDeathNormal); playGenDudeSound(actor, kGenDudeSndDeathNormal);
@ -3363,8 +3360,6 @@ static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
static void modernCustomDudeBurningDeath(DBloodActor* actor, int nSeq) static void modernCustomDudeBurningDeath(DBloodActor* actor, int nSeq)
{ {
auto pSprite = &actor->s();
playGenDudeSound(actor, kGenDudeSndDeathExplode); playGenDudeSound(actor, kGenDudeSndDeathExplode);
int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1; int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1;
@ -3436,7 +3431,6 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq)
static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum) static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
{ {
auto pSprite = &actor->s();
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, sound1 + 2, -1, 0); if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, sound1 + 2, -1, 0);
else sfxPlay3DSound(actor, sound1 + Random(2), -1, 0); else sfxPlay3DSound(actor, sound1 + Random(2), -1, 0);
seqSpawn(seqnum, actor, -1); seqSpawn(seqnum, actor, -1);
@ -3450,11 +3444,9 @@ static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage) void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
{ {
spritetype* pKillerSprite = &killerActor->s();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax&& actor->hasX()); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax&& actor->hasX());
int nType = pSprite->type - kDudeBase; int nType = pSprite->type - kDudeBase;
XSPRITE* pXSprite = &actor->x();
if (actKillDudeStage1(actor, damageType)) return; if (actKillDudeStage1(actor, damageType)) return;
@ -4406,7 +4398,6 @@ static void checkHit(DBloodActor* actor)
static void checkFloorHit(DBloodActor* actor) static void checkFloorHit(DBloodActor* actor)
{ {
auto pSprite = &actor->s(); auto pSprite = &actor->s();
auto pXSprite = actor->hasX() ? &actor->x() : nullptr;
Collision coll(actor->hit.florhit); Collision coll(actor->hit.florhit);
switch (coll.type) switch (coll.type)
@ -4626,7 +4617,6 @@ static Collision MoveThing(DBloodActor* actor)
{ {
auto pSprite = &actor->s(); auto pSprite = &actor->s();
assert(actor->hasX()); assert(actor->hasX());
XSPRITE* pXSprite = &actor->x();
assert(pSprite->type >= kThingBase && pSprite->type < kThingMax); assert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
const THINGINFO* pThingInfo = &thingInfo[pSprite->type - kThingBase]; const THINGINFO* pThingInfo = &thingInfo[pSprite->type - kThingBase];
int nSector = pSprite->sectnum; int nSector = pSprite->sectnum;
@ -5330,7 +5320,6 @@ void MoveDude(DBloodActor* actor)
int MoveMissile(DBloodActor* actor) int MoveMissile(DBloodActor* actor)
{ {
auto pSprite = &actor->s(); auto pSprite = &actor->s();
auto pXSprite = &actor->x();
auto Owner = actor->GetOwner(); auto Owner = actor->GetOwner();
int cliptype = -1; int cliptype = -1;
int bakCstat = 0; int bakCstat = 0;
@ -5358,8 +5347,6 @@ int MoveMissile(DBloodActor* actor)
RotatePoint(&vx, &vy, (nTargetAngle + 1536) & 2047, 0, 0); RotatePoint(&vx, &vy, (nTargetAngle + 1536) & 2047, 0, 0);
actor->xvel = vx; actor->xvel = vx;
actor->yvel = vy; actor->yvel = vy;
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z; int dz = pTarget->z - pSprite->z;
int deltaz = dz / 10; int deltaz = dz / 10;
@ -7336,7 +7323,6 @@ void actPostProcess(void)
void MakeSplash(DBloodActor* actor) void MakeSplash(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
pSprite->flags &= ~2; pSprite->flags &= ~2;
pSprite->z -= 4 << 8; pSprite->z -= 4 << 8;

View file

@ -1527,7 +1527,6 @@ void RecoilDude(DBloodActor* actor)
void aiThinkTarget(DBloodActor* actor) void aiThinkTarget(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);

View file

@ -64,7 +64,6 @@ AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0,
void batBiteSeqCallback(int, DBloodActor* actor) void batBiteSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
@ -135,7 +134,6 @@ static void batThinkTarget(DBloodActor* actor)
static void batThinkSearch(DBloodActor* actor) static void batThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
batThinkTarget(actor); batThinkTarget(actor);
} }
@ -158,7 +156,6 @@ static void batThinkGoto(DBloodActor* actor)
static void batThinkPonder(DBloodActor* actor) static void batThinkPonder(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {
@ -266,7 +263,6 @@ static void batMoveDodgeDown(DBloodActor* actor)
static void batThinkChase(DBloodActor* actor) static void batThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -65,7 +65,6 @@ AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beas
void SlashSeqCallback(int, DBloodActor* actor) void SlashSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
@ -84,7 +83,6 @@ void SlashSeqCallback(int, DBloodActor* actor)
void StompSeqCallback(int, DBloodActor* actor1) void StompSeqCallback(int, DBloodActor* actor1)
{ {
uint8_t sectmap[(kMaxSectors + 7) >> 3]; uint8_t sectmap[(kMaxSectors + 7) >> 3];
XSPRITE* pXSprite = &actor1->x();
spritetype* pSprite = &actor1->s(); spritetype* pSprite = &actor1->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -176,7 +174,6 @@ void StompSeqCallback(int, DBloodActor* actor1)
static void MorphToBeast(DBloodActor* actor) static void MorphToBeast(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth); actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
pSprite->type = kDudeBeast; pSprite->type = kDudeBeast;
@ -185,7 +182,6 @@ static void MorphToBeast(DBloodActor* actor)
static void beastThinkSearch(DBloodActor* actor) static void beastThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -219,7 +215,6 @@ static void beastThinkGoto(DBloodActor* actor)
static void beastThinkChase(DBloodActor* actor) static void beastThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {
@ -398,7 +393,6 @@ static void beastThinkSwimGoto(DBloodActor* actor)
static void beastThinkSwimChase(DBloodActor* actor) static void beastThinkSwimChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -63,7 +63,6 @@ AISTATE eelDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NU
void eelBiteSeqCallback(int, DBloodActor* actor) void eelBiteSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
/* /*
@ -149,7 +148,6 @@ static void eelThinkTarget(DBloodActor* actor)
static void eelThinkSearch(DBloodActor* actor) static void eelThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
eelThinkTarget(actor); eelThinkTarget(actor);
} }
@ -172,7 +170,6 @@ static void eelThinkGoto(DBloodActor* actor)
static void eelThinkPonder(DBloodActor* actor) static void eelThinkPonder(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {
@ -279,7 +276,6 @@ static void eelMoveDodgeDown(DBloodActor* actor)
static void eelThinkChase(DBloodActor* actor) static void eelThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -78,7 +78,6 @@ void BurnSeqCallback(int, DBloodActor*)
static void burnThinkSearch(DBloodActor* actor) static void burnThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -128,7 +127,6 @@ static void burnThinkGoto(DBloodActor* actor)
static void burnThinkChase(DBloodActor* actor) static void burnThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -85,7 +85,6 @@ void SeqAttackCallback(int, DBloodActor* actor)
static void calebThinkSearch(DBloodActor* actor) static void calebThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -119,7 +118,6 @@ static void calebThinkGoto(DBloodActor* actor)
static void calebThinkChase(DBloodActor* actor) static void calebThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {
@ -263,7 +261,6 @@ static void calebThinkSwimGoto(DBloodActor* actor)
static void calebThinkSwimChase(DBloodActor* actor) static void calebThinkSwimChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -58,7 +58,6 @@ AISTATE cerberus1398AC = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &c
void cerberusBiteSeqCallback(int, DBloodActor* actor) void cerberusBiteSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -77,7 +76,6 @@ void cerberusBiteSeqCallback(int, DBloodActor* actor)
void cerberusBurnSeqCallback(int, DBloodActor* actor) void cerberusBurnSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int height = pDudeInfo->eyeHeight * pSprite->yrepeat; int height = pDudeInfo->eyeHeight * pSprite->yrepeat;
@ -155,7 +153,6 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
void cerberusBurnSeqCallback2(int, DBloodActor* actor) void cerberusBurnSeqCallback2(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
@ -238,7 +235,6 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
static void cerberusThinkSearch(DBloodActor* actor) static void cerberusThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -336,7 +332,6 @@ static void cerberusThinkGoto(DBloodActor* actor)
static void cerberusThinkChase(DBloodActor* actor) static void cerberusThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) { if (actor->GetTarget() == nullptr) {
switch (pSprite->type) { switch (pSprite->type) {

View file

@ -75,7 +75,6 @@ AISTATE cultistSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &culti
void TommySeqCallback(int, DBloodActor* actor) void TommySeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -89,7 +88,6 @@ void TommySeqCallback(int, DBloodActor* actor)
void TeslaSeqCallback(int, DBloodActor* actor) void TeslaSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (Chance(dword_138BB0[gGameOptions.nDifficulty])) if (Chance(dword_138BB0[gGameOptions.nDifficulty]))
{ {
@ -106,7 +104,6 @@ void TeslaSeqCallback(int, DBloodActor* actor)
void ShotSeqCallback(int, DBloodActor* actor) void ShotSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -129,7 +126,6 @@ void ShotSeqCallback(int, DBloodActor* actor)
void cultThrowSeqCallback(int, DBloodActor* actor) void cultThrowSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick; int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2) if (gGameOptions.nDifficulty > 2)
@ -155,8 +151,6 @@ void cultThrowSeqCallback(int, DBloodActor* actor)
void sub_68170(int, DBloodActor* actor) void sub_68170(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick; int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2) if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle; nMissile = kThingArmedTNTBundle;
@ -167,7 +161,6 @@ void sub_68170(int, DBloodActor* actor)
void sub_68230(int, DBloodActor* actor) void sub_68230(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick; int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2) if (gGameOptions.nDifficulty > 2)

View file

@ -72,14 +72,12 @@ AISTATE statueFBreakSEQ = { kAiStateOther, 5, -1, 0, entryFStatue, NULL, playSta
AISTATE statueSBreakSEQ = { kAiStateOther, 5, -1, 0, entrySStatue, NULL, playStatueBreakSnd, &gargoyleSMorph2 }; AISTATE statueSBreakSEQ = { kAiStateOther, 5, -1, 0, entrySStatue, NULL, playStatueBreakSnd, &gargoyleSMorph2 };
static void playStatueBreakSnd(DBloodActor* actor) { static void playStatueBreakSnd(DBloodActor* actor) {
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiPlay3DSound(actor, 313, AI_SFX_PRIORITY_1, -1); aiPlay3DSound(actor, 313, AI_SFX_PRIORITY_1, -1);
} }
void SlashFSeqCallback(int, DBloodActor* actor) void SlashFSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
@ -101,8 +99,6 @@ void SlashFSeqCallback(int, DBloodActor* actor)
void ThrowFSeqCallback(int, DBloodActor* actor) void ThrowFSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee); actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
} }
@ -114,8 +110,6 @@ void BlastSSeqCallback(int, DBloodActor* actor)
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2; int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2;
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int x = pSprite->x; int x = pSprite->x;
int y = pSprite->y; int y = pSprite->y;
int z = height; int z = height;
@ -353,7 +347,6 @@ static void gargMoveDodgeDown(DBloodActor* actor)
static void gargThinkChase(DBloodActor* actor) static void gargThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -63,7 +63,6 @@ AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown
void ghostSlashSeqCallback(int, DBloodActor* actor) void ghostSlashSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
@ -97,8 +96,6 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2; int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2;
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int x = pSprite->x; int x = pSprite->x;
int y = pSprite->y; int y = pSprite->y;
int z = height; int z = height;
@ -243,7 +240,6 @@ static void ghostThinkTarget(DBloodActor* actor)
static void ghostThinkSearch(DBloodActor* actor) static void ghostThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

View file

@ -60,7 +60,6 @@ AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn,
void GillBiteSeqCallback(int, DBloodActor* actor) void GillBiteSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
@ -77,7 +76,6 @@ void GillBiteSeqCallback(int, DBloodActor* actor)
static void gillThinkSearch(DBloodActor* actor) static void gillThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -111,7 +109,6 @@ static void gillThinkGoto(DBloodActor* actor)
static void gillThinkChase(DBloodActor* actor) static void gillThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {
@ -252,7 +249,6 @@ static void gillThinkSwimGoto(DBloodActor* actor)
static void gillThinkSwimChase(DBloodActor* actor) static void gillThinkSwimChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -44,8 +44,6 @@ AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &hand
void HandJumpSeqCallback(int, DBloodActor* actor) void HandJumpSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s(); spritetype* pTarget = &actor->GetTarget()->s();
if (IsPlayerSprite(pTarget)) if (IsPlayerSprite(pTarget))
@ -62,7 +60,6 @@ void HandJumpSeqCallback(int, DBloodActor* actor)
static void handThinkSearch(DBloodActor* actor) static void handThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -85,7 +82,6 @@ static void handThinkGoto(DBloodActor* actor)
static void handThinkChase(DBloodActor* actor) static void handThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -45,7 +45,6 @@ AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL,
void houndBiteSeqCallback(int, DBloodActor* actor) void houndBiteSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -75,7 +74,6 @@ void houndBurnSeqCallback(int, DBloodActor* actor)
static void houndThinkSearch(DBloodActor* actor) static void houndThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -103,7 +101,6 @@ static void houndThinkGoto(DBloodActor* actor)
static void houndThinkChase(DBloodActor* actor) static void houndThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -63,7 +63,6 @@ void sub_6FF54(int, DBloodActor* actor)
void podAttack(int, DBloodActor* actor) void podAttack(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
@ -133,7 +132,6 @@ void sub_70284(int, DBloodActor* actor)
static void aiPodSearch(DBloodActor* actor) static void aiPodSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -171,7 +169,6 @@ static void aiPodMove(DBloodActor* actor)
static void aiPodChase(DBloodActor* actor) static void aiPodChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) { if (actor->GetTarget() == nullptr) {
switch (pSprite->type) { switch (pSprite->type) {

View file

@ -44,7 +44,6 @@ AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ra
void ratBiteSeqCallback(int, DBloodActor* actor) void ratBiteSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -58,7 +57,6 @@ void ratBiteSeqCallback(int, DBloodActor* actor)
static void ratThinkSearch(DBloodActor* actor) static void ratThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -81,7 +79,6 @@ static void ratThinkGoto(DBloodActor* actor)
static void ratThinkChase(DBloodActor* actor) static void ratThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -63,7 +63,6 @@ static char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
void SpidBiteSeqCallback(int, DBloodActor* actor) void SpidBiteSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -75,7 +74,6 @@ void SpidBiteSeqCallback(int, DBloodActor* actor)
auto const target = actor->GetTarget(); auto const target = actor->GetTarget();
spritetype* pTarget = &target->s(); spritetype* pTarget = &target->s();
XSPRITE* pXTarget = &target->x();
if (IsPlayerSprite(pTarget)) if (IsPlayerSprite(pTarget))
{ {
int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0); int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
@ -115,7 +113,6 @@ void SpidBiteSeqCallback(int, DBloodActor* actor)
void SpidJumpSeqCallback(int, DBloodActor* actor) void SpidJumpSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang); int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang); int dy = bsin(pSprite->ang);
@ -176,7 +173,6 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
static void spidThinkSearch(DBloodActor* actor) static void spidThinkSearch(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -199,7 +195,6 @@ static void spidThinkGoto(DBloodActor* actor)
static void spidThinkChase(DBloodActor* actor) static void spidThinkChase(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

View file

@ -48,8 +48,6 @@ AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tch
void sub_71A90(int, DBloodActor* actor) void sub_71A90(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget(); auto target = actor->GetTarget();
if (target->x().burnTime == 0) if (target->x().burnTime == 0)
@ -61,7 +59,6 @@ void sub_71A90(int, DBloodActor* actor)
void sub_71BD4(int, DBloodActor* actor) void sub_71BD4(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int height = pSprite->yrepeat * pDudeInfo->eyeHeight; int height = pSprite->yrepeat * pDudeInfo->eyeHeight;
@ -131,7 +128,6 @@ void sub_71BD4(int, DBloodActor* actor)
void sub_720AC(int, DBloodActor* actor) void sub_720AC(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
@ -207,7 +203,6 @@ void sub_720AC(int, DBloodActor* actor)
static void sub_72580(DBloodActor* actor) static void sub_72580(DBloodActor* actor)
{ {
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng); aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -293,7 +288,6 @@ static void sub_72850(DBloodActor* actor)
static void sub_72934(DBloodActor* actor) static void sub_72934(DBloodActor* actor)
{ {
auto pXSprite = &actor->x();
auto pSprite = &actor->s(); auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) if (actor->GetTarget() == nullptr)
{ {

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