- sp cleanup in jweapon.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-24 16:09:55 +01:00
parent b3b6001248
commit 1d6b5e621d

View file

@ -259,7 +259,6 @@ STATE s_BloodSprayDrip[] =
int DoWallBloodDrip(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
//actor->spr.z += (300+RandomRange(2300)) >> 1;
@ -297,13 +296,12 @@ int DoWallBloodDrip(DSWActor* actor)
void SpawnMidSplash(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp np;
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, GetSpriteZOfMiddle(sp), actor->spr.ang, 0);
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
np = &actorNew->s();
nu = actorNew->u();
@ -328,7 +326,6 @@ void SpawnMidSplash(DSWActor* actor)
void SpawnFloorSplash(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp np;
USERp nu;
@ -361,7 +358,6 @@ void SpawnFloorSplash(DSWActor* actor)
int DoBloodSpray(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int cz,fz;
if (TEST(u->Flags, SPR_UNDERWATER))
@ -577,7 +573,6 @@ int DoBloodSpray(DSWActor* actor)
int DoPhosphorus(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -792,7 +787,6 @@ int DoPhosphorus(DSWActor* actor)
int DoChemBomb(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -1029,7 +1023,6 @@ int DoCaltropsStick(DSWActor* actor)
int DoCaltrops(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -1198,7 +1191,6 @@ int DoCaltrops(DSWActor* actor)
int SpawnRadiationCloud(DSWActor* actor)
{
SPRITEp sp = &actor->s(), np;
USERp u = actor->u(), nu;
if (!MoveSkip4)
@ -1227,7 +1219,7 @@ int SpawnRadiationCloud(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
np = &actorNew->s();
auto np = &actorNew->s();
nu = actorNew->u();
SetOwner(GetOwner(actor), actorNew);
@ -1274,7 +1266,6 @@ int SpawnRadiationCloud(DSWActor* actor)
int DoRadiationCloud(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
actor->spr.pos.Z -= actor->spr.zvel;
@ -1382,7 +1373,6 @@ int InitSpriteChemBomb(DSWActor* actor)
{
USERp u = actor->u();
USERp wu;
SPRITEp sp = &actor->s(), wp;
int nx, ny, nz;
@ -1397,7 +1387,7 @@ int InitSpriteChemBomb(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, actor->spr.sector(),
nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY);
wp = &actorNew->s();
auto wp = &actorNew->s();
wu = actorNew->u();
SET(wu->Flags, SPR_XFLIP_TOGGLE);
@ -1431,7 +1421,6 @@ int InitSpriteChemBomb(DSWActor* actor)
int InitChemBomb(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
@ -1507,7 +1496,6 @@ int PlayerInitFlashBomb(PLAYERp pp)
int dist, tx, ty, tmin;
short damage;
auto actor = pp->actor;
SPRITEp sp = &actor->s(), hp;
USERp hu;
PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
@ -1520,7 +1508,7 @@ int PlayerInitFlashBomb(PLAYERp pp)
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
hp = &itActor->s();
auto hp = &itActor->s();
hu = itActor->u();
if (itActor == pp->Actor())
@ -1533,7 +1521,7 @@ int PlayerInitFlashBomb(PLAYERp pp)
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK))
continue;
if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - GetSpriteSizeZ(sp), actor->spr.sector()))
if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ActorSizeZ(actor), actor->spr.sector()))
continue;
damage = GetDamage(itActor, pp->Actor(), DMG_FLASHBOMB);
@ -1572,7 +1560,6 @@ int PlayerInitFlashBomb(PLAYERp pp)
int InitFlashBomb(DSWActor* actor)
{
SPRITEp sp = &actor->s();
int i;
unsigned int stat;
int dist, tx, ty, tmin;
@ -1598,7 +1585,7 @@ int InitFlashBomb(DSWActor* actor)
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK))
continue;
if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - GetSpriteSizeZ(sp), actor->spr.sector()))
if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ActorSizeZ(actor), actor->spr.sector()))
continue;
damage = GetDamage(itActor, actor, DMG_FLASHBOMB);
@ -1638,10 +1625,8 @@ int InitFlashBomb(DSWActor* actor)
void SpawnFlashBombOnActor(DSWActor* actor)
{
if (!actor->hasU()) return;
SPRITEp sp = &actor->s();
USERp u = actor->u();
// Forget about burnable sprites
if (TEST(actor->spr.extra, SPRX_BURNABLE))
return;
@ -1650,7 +1635,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
{
if (u->flameActor != nullptr)
{
int sizez = (GetSpriteSizeZ(sp) * 5) >> 2;
int sizez = (ActorSizeZ(actor) * 5) >> 2;
auto np = &u->flameActor->s();
auto nu = u->flameActor->u();
@ -1694,7 +1679,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
if (u->flameActor != nullptr)
{
nu->Counter = GetRepeatFromHeight(np, GetSpriteSizeZ(sp) >> 1) * 4;
nu->Counter = GetRepeatFromHeight(np, ActorSizeZ(actor) >> 1) * 4;
}
else
nu->Counter = 0; // max flame size
@ -1794,7 +1779,6 @@ int PlayerInitCaltrops(PLAYERp pp)
int InitCaltrops(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
@ -1843,7 +1827,6 @@ int InitCaltrops(DSWActor* actor)
int InitPhosphorus(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
@ -1899,7 +1882,6 @@ int InitPhosphorus(DSWActor* actor)
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
@ -1941,7 +1923,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
nx = actor->spr.pos.X;
ny = actor->spr.pos.Y;
nz = GetSpriteZOfTop(sp)-20;
nz = ActorZOfTop(actor)-20;
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, actor->spr.sector(),
@ -1999,13 +1981,9 @@ int BloodSprayFall(DSWActor* actor)
// Update the scoreboard for team color that just scored.
void DoFlagScore(int16_t pal)
{
SPRITEp sp;
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
sp = &actor->s();
if (actor->spr.picnum < 1900 || actor->spr.picnum > 1999)
continue;
@ -2061,7 +2039,6 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
int DoCarryFlag(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
const int FLAG_DETONATE_STATE = 99;
DSWActor* fown = u->flagOwnerActor;
@ -2217,7 +2194,6 @@ int DoCarryFlag(DSWActor* actor)
int DoCarryFlagNoDet(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SPRITEp ap = &u->attachActor->s();
USERp au = u->attachActor->u();
@ -2280,7 +2256,6 @@ int DoCarryFlagNoDet(DSWActor* actor)
int SetCarryFlag(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
// stuck
@ -2302,7 +2277,6 @@ int SetCarryFlag(DSWActor* actor)
int DoFlag(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
auto hitActor = DoFlagRangeTest(actor, 1000);
@ -2330,16 +2304,17 @@ int SpawnShell(DSWActor* actor, int ShellNum)
{
USERp u = actor->u();
USERp wu;
SPRITEp sp = &actor->s(), wp;
SPRITEp wp;
int nx, ny, nz;
short id=0,velocity=0; STATEp p=nullptr;
short id=0,velocity=0;
STATEp p=nullptr;
extern STATE s_UziShellShrap[];
extern STATE s_ShotgunShellShrap[];
nx = actor->spr.pos.X;
ny = actor->spr.pos.Y;
nz = DIV2(GetSpriteZOfTop(sp)+ GetSpriteZOfBottom(sp));
nz = ActorZOfMiddle(actor);
switch (ShellNum)
{