- deleted all leftover SPRITEp stuff.

This commit is contained in:
Christoph Oelckers 2021-12-26 00:32:13 +01:00
parent f1c60e4a52
commit 4e7724ece2
9 changed files with 6 additions and 23 deletions

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@ -418,7 +418,6 @@ typedef pANIMATOR *pANIMATORp;
typedef void soANIMATOR (SECTOR_OBJECTp); typedef void soANIMATOR (SECTOR_OBJECTp);
typedef soANIMATOR *soANIMATORp; typedef soANIMATOR *soANIMATORp;
typedef spritetype SPRITE, *SPRITEp;
typedef sectortype SECTOR, *SECTORp; typedef sectortype SECTOR, *SECTORp;
typedef walltype WALL, *WALLp; typedef walltype WALL, *WALLp;

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@ -93,7 +93,6 @@ void DiffuseLighting(DSWActor* actor)
int i; int i;
short count; short count;
short shade; short shade;
SPRITEp dsp;
// diffused lighting // diffused lighting
count = 0; count = 0;

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@ -1132,7 +1132,6 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
short angle2, delta_ang; short angle2, delta_ang;
int dist, zh; int dist, zh;
SPRITEp ep;
int16_t* shp; int16_t* shp;
USERp u = actor->u(); USERp u = actor->u();
int ezh, ezhl, ezhm; int ezh, ezhl, ezhm;
@ -1300,7 +1299,6 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
{ {
extern STATE s_TeleportEffect[]; extern STATE s_TeleportEffect[];
int nx, ny; int nx, ny;
SPRITEp ep;
nx = MOVEx(512, actor->spr.ang); nx = MOVEx(512, actor->spr.ang);
ny = MOVEy(512, actor->spr.ang); ny = MOVEy(512, actor->spr.ang);
@ -1325,7 +1323,6 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
void DoSpawnTeleporterEffectPlace(DSWActor* actor) void DoSpawnTeleporterEffectPlace(DSWActor* actor)
{ {
extern STATE s_TeleportEffect[]; extern STATE s_TeleportEffect[];
SPRITEp ep;
auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(), auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor) + Z(16), actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor) + Z(16),
@ -1347,7 +1344,6 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
USERp u = ppActor->u(); USERp u = ppActor->u();
short pnum; short pnum;
DSWActor* act_warp; DSWActor* act_warp;
SPRITEp sp_warp;
#if 0 #if 0
TAG 2 = match TAG 2 = match
@ -5843,7 +5839,6 @@ void DoPlayerHeadDebris(PLAYERp pp)
void DoPlayerDeathCheckKick(PLAYERp pp) void DoPlayerDeathCheckKick(PLAYERp pp)
{ {
DSWActor* plActor = pp->actor; DSWActor* plActor = pp->actor;
SPRITEp hp;
unsigned stat; unsigned stat;
int dist; int dist;
int a,b,c; int a,b,c;

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@ -121,7 +121,6 @@ int SetVisHigh(void);
int SetVisNorm(void); int SetVisNorm(void);
void DoWeapon(void); void DoWeapon(void);
void HeadBobStateControl(void); void HeadBobStateControl(void);
int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
void DoPlayer(void); void DoPlayer(void);
void domovethings(void); void domovethings(void);
void InitAllPlayers(void); void InitAllPlayers(void);
@ -137,7 +136,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp);
void DoPlayerWarpTeleporter(PLAYERp pp); void DoPlayerWarpTeleporter(PLAYERp pp);
void UpdatePlayerSprite(PLAYERp pp); void UpdatePlayerSprite(PLAYERp pp);
void PlaySOsound(sectortype* sect,short sound_num); void PlaySOsound(sectortype* sect,short sound_num);
void DoSpawnTeleporterEffectPlace(SPRITEp sp); void DoSpawnTeleporterEffectPlace(DSWActor* sp);
void FindMainSector(SECTOR_OBJECTp sop); void FindMainSector(SECTOR_OBJECTp sop);
END_SW_NS END_SW_NS

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@ -71,7 +71,7 @@ void DoPrediction(PLAYERp ppp)
{ {
#if 0 #if 0
USERp u; USERp u;
SPRITE spr; spritetype spr;
int bakrandomseed; int bakrandomseed;
// routine called from MoveLoop // routine called from MoveLoop

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@ -189,8 +189,6 @@ void DoRotatorMatch(PLAYERp pp, short match, bool manual)
bool TestRotatorMatchActive(short match) bool TestRotatorMatchActive(short match)
{ {
SPRITEp fsp;
SWStatIterator it(STAT_ROTATOR); SWStatIterator it(STAT_ROTATOR);
while (auto actor = it.Next()) while (auto actor = it.Next())
{ {

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@ -3795,7 +3795,6 @@ int ActorCoughItem(DSWActor* actor)
int SpawnItemsMatch(short match) int SpawnItemsMatch(short match)
{ {
DSWActor* spawnedActor = nullptr; DSWActor* spawnedActor = nullptr;
SPRITEp sip;
SWStatIterator it(STAT_SPAWN_ITEMS); SWStatIterator it(STAT_SPAWN_ITEMS);
while (auto itActor = it.Next()) while (auto itActor = it.Next())
@ -4461,7 +4460,6 @@ void getzrangepoint(int x, int y, int z, sectortype* sect,
void DoActorZrange(DSWActor* actor) void DoActorZrange(DSWActor* actor)
{ {
SPRITEp wp;
Collision ceilhit, florhit; Collision ceilhit, florhit;
auto save_cstat = actor->spr.cstat & CSTAT_SPRITE_BLOCK; auto save_cstat = actor->spr.cstat & CSTAT_SPRITE_BLOCK;
@ -4928,7 +4926,6 @@ int KillGetWeapon(DSWActor* actor)
int DoSpawnItemTeleporterEffect(DSWActor* actor) int DoSpawnItemTeleporterEffect(DSWActor* actor)
{ {
extern STATE s_TeleportEffect[]; extern STATE s_TeleportEffect[];
SPRITEp ep;
auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(), auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - Z(12), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - Z(12),

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@ -378,7 +378,6 @@ void QuickScanSetup(short stat, short lotag, short type)
int ndx; int ndx;
TRACK_POINTp tp; TRACK_POINTp tp;
TRACKp t; TRACKp t;
SPRITEp nsp;
DSWActor* start_sprite,* end_sprite; DSWActor* start_sprite,* end_sprite;
// make short quick jump tracks // make short quick jump tracks

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@ -771,8 +771,6 @@ int SetupZombie(DSWActor* actor)
void SpawnZombie(PLAYERp pp, DSWActor* weaponActor) void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
{ {
SPRITEp np;
auto ownerActor = GetOwner(weaponActor); auto ownerActor = GetOwner(weaponActor);
if (ownerActor == nullptr) if (ownerActor == nullptr)
@ -802,7 +800,6 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
void SpawnZombie2(DSWActor* actor) void SpawnZombie2(DSWActor* actor)
{ {
SPRITEp np;
auto sectu = actor->spr.sector(); auto sectu = actor->spr.sector();
SECTORp sectp = actor->spr.sector(); SECTORp sectp = actor->spr.sector();