diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 3c72877f0..b4770220f 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -19182,8 +19182,7 @@ InitFireball(PLAYERp pp) return 0; } -int -InitEnemyFireball(DSWActor* actor) +int InitEnemyFireball(DSWActor* actor) { USER* u = actor->u(); int SpriteNum = u->SpriteNum; @@ -19278,8 +19277,7 @@ InitEnemyFireball(DSWActor* actor) // for hitscans or other uses /////////////////////////////////////////////////////////////////////////////// -bool -WarpToUnderwater(short *sectnum, int *x, int *y, int *z) +bool WarpToUnderwater(short *sectnum, int *x, int *y, int *z) { int i; SECT_USERp sectu = SectUser[*sectnum].Data(); @@ -19293,10 +19291,10 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z) return false; // search for DIVE_AREA "over" sprite for reference point - StatIterator it(STAT_DIVE_AREA); - while ((i = it.NextIndex()) >= 0) + SWStatIterator it(STAT_DIVE_AREA); + while (auto itActor = it.Next()) { - over_sp = &sprite[i]; + over_sp = &itActor->s(); if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) && SectUser[over_sp->sectnum].Data() && @@ -19312,9 +19310,9 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z) // search for UNDERWATER "under" sprite for reference point it.Reset(STAT_UNDERWATER); - while ((i = it.NextIndex()) >= 0) + while (auto itActor = it.Next()) { - under_sp = &sprite[i]; + under_sp = &itActor->s(); if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) && SectUser[under_sp->sectnum].Data() && @@ -19352,8 +19350,7 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z) return true; } -bool -WarpToSurface(short *sectnum, int *x, int *y, int *z) +bool WarpToSurface(short *sectnum, int *x, int *y, int *z) { int i; SECT_USERp sectu = SectUser[*sectnum].Data(); @@ -19368,10 +19365,10 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z) return false; // search for UNDERWATER "under" sprite for reference point - StatIterator it(STAT_UNDERWATER); - while ((i = it.NextIndex()) >= 0) + SWStatIterator it(STAT_UNDERWATER); + while (auto itActor = it.Next()) { - under_sp = &sprite[i]; + under_sp = &itActor->s(); if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) && SectUser[under_sp->sectnum].Data() && @@ -19387,9 +19384,9 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z) // search for DIVE_AREA "over" sprite for reference point it.Reset(STAT_DIVE_AREA); - while ((i = it.NextIndex()) >= 0) + while (auto itActor = it.Next()) { - over_sp = &sprite[i]; + over_sp = &itActor->s(); if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) && SectUser[over_sp->sectnum].Data() && @@ -19420,8 +19417,6 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z) *z = sector[over_sp->sectnum].floorz - Z(2); - //MissileWaterAdjust(sp - sprite); - return true; }