From 540f96407df70e77dac703b6c7d90e0b988d4882 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 24 May 2023 17:28:13 +0200 Subject: [PATCH] - clean up ANIMATOR declarations. --- source/games/sw/src/coolie.cpp | 2 -- source/games/sw/src/eel.cpp | 4 ---- source/games/sw/src/game.h | 3 --- source/games/sw/src/girlninj.cpp | 5 ---- source/games/sw/src/goro.cpp | 5 ---- source/games/sw/src/hornet.cpp | 2 -- source/games/sw/src/jweapon.cpp | 3 --- source/games/sw/src/lava.cpp | 5 ---- source/games/sw/src/ripper2.cpp | 16 ++----------- source/games/sw/src/serp.cpp | 11 --------- source/games/sw/src/skel.cpp | 5 ---- source/games/sw/src/skull.cpp | 14 ----------- source/games/sw/src/sumo.cpp | 4 ---- source/games/sw/src/weapon.cpp | 40 -------------------------------- source/games/sw/src/zilla.cpp | 7 ------ source/games/sw/src/zombie.cpp | 7 ------ 16 files changed, 2 insertions(+), 131 deletions(-) diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index 03be1dc11..41999c7c6 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -473,8 +473,6 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso int SetupCoolie(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,COOLIE_RUN_R0,s_CoolieRun[0]); diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index a6eaf2d8c..f79e013be 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -81,8 +81,6 @@ DECISION EelCloseRange[] = {1024, InitActorReposition } }; -ANIMATOR InitEelFire; - DECISION EelTouchTarget[] = { {1024, InitActorAttack }, @@ -379,8 +377,6 @@ void EelCommon(DSWActor* actor) int SetupEel(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,EEL_RUN_R0,s_EelRun[0]); diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 9001b13c0..574a07e75 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -386,7 +386,6 @@ enum FOOT_TYPE {WATER_FOOT, BLOOD_FOOT}; extern FOOT_TYPE FootMode; -ANIMATOR QueueFloorBlood; // Weapon.c int QueueFootPrint(DSWActor*); // Weapon.c void QueueLoWangs(DSWActor*); // Weapon.c int SpawnShell(DSWActor* actor, int ShellNum); // JWeapon.c @@ -1391,8 +1390,6 @@ extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS]; // /////////////////////////////////////////////////////////////////////////////////////////// -ANIMATOR NullAnimator; - int NewStateGroup(DSWActor* actor, STATE* SpriteGroup[]); DVector3 SectorMidPoint(sectortype* sectp); void SpawnUser(DSWActor* actor, short id, STATE* state); diff --git a/source/games/sw/src/girlninj.cpp b/source/games/sw/src/girlninj.cpp index 3a2fcdb72..75dd31074 100644 --- a/source/games/sw/src/girlninj.cpp +++ b/source/games/sw/src/girlninj.cpp @@ -430,7 +430,6 @@ STATE* sg_GirlNinjaFall[] = ////////////////////// #define GIRLNINJA_PAIN_RATE 15 -ANIMATOR DoGirlNinjaPain; STATE s_GirlNinjaPain[5][1] = { @@ -529,7 +528,6 @@ STATE* sg_GirlNinjaSticky[] = ////////////////////// #define GIRLNINJA_CROSSBOW_RATE 14 -ANIMATOR InitEnemyCrossbow; STATE s_GirlNinjaCrossbow[5][5] = { @@ -589,7 +587,6 @@ STATE* sg_GirlNinjaCrossbow[] = ////////////////////// #define GIRLNINJA_DIE_RATE 30 -ANIMATOR DoGirlNinjaSpecial; STATE s_GirlNinjaDie[] = { @@ -714,8 +711,6 @@ ACTOR_ACTION_SET GirlNinjaActionSet = int SetupGirlNinja(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]); diff --git a/source/games/sw/src/goro.cpp b/source/games/sw/src/goro.cpp index 8d225debb..552422b16 100644 --- a/source/games/sw/src/goro.cpp +++ b/source/games/sw/src/goro.cpp @@ -169,8 +169,6 @@ STATE* sg_GoroRun[] = ////////////////////// #define GORO_CHOP_RATE 14 -ANIMATOR InitActorDecide; -ANIMATOR InitGoroChop; STATE s_GoroChop[5][7] = { @@ -359,7 +357,6 @@ STATE* sg_GoroStand[] = ////////////////////// #define GORO_PAIN_RATE 12 -ANIMATOR DoGoroPain; STATE s_GoroPain[5][1] = { @@ -487,8 +484,6 @@ ACTOR_ACTION_SET GoroActionSet = int SetupGoro(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, GORO_RUN_R0,s_GoroRun[0]); diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 1dad9bf79..c3611caba 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -287,8 +287,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor); int SetupHornet(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,HORNET_RUN_R0,s_HornetRun[0]); diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 4ca9e1e36..71e1375fb 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -43,11 +43,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -ANIMATOR DoSuicide; -ANIMATOR DoBloodSpray; void SpawnFlashBombOnActor(DSWActor* actor); -ANIMATOR DoPuff; extern STATE s_Puff[]; extern STATE s_FireballFlames[]; extern STATE s_GoreFloorSplash[]; diff --git a/source/games/sw/src/lava.cpp b/source/games/sw/src/lava.cpp index f6c7875ed..40e119b8e 100644 --- a/source/games/sw/src/lava.cpp +++ b/source/games/sw/src/lava.cpp @@ -217,8 +217,6 @@ STATE* sg_LavaRun[] = ////////////////////// #define LAVA_THROW_RATE 9 -ANIMATOR InitActorDecide; -ANIMATOR InitLavaThrow; STATE s_LavaThrow[5][10] = { @@ -302,7 +300,6 @@ STATE* sg_LavaThrow[] = ////////////////////// #define LAVA_FLAME_RATE 18 -ANIMATOR InitLavaFlame; STATE s_LavaFlame[5][8] = { @@ -457,8 +454,6 @@ ACTOR_ACTION_SET LavaActionSet = int SetupLava(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, LAVA_RUN_R0, s_LavaRun[0]); diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index 66c1283e7..5c0b05469 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -37,11 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -ANIMATOR InitRipper2Hang; -ANIMATOR DoRipper2MoveJump; -ANIMATOR DoRipper2HangJF; -ANIMATOR DoRipper2QuickJump; -ANIMATOR InitRipper2Charge; +ANIMATOR InitRipper2Hang, InitRipper2Charge; DECISION Ripper2Battle[] = { @@ -260,8 +256,6 @@ STATE* sg_Ripper2Stand[] = ////////////////////// #define RIPPER2_SWIPE_RATE 14 -ANIMATOR InitActorDecide; -ANIMATOR InitRipperSlash; STATE s_Ripper2Swipe[5][8] = { @@ -334,7 +328,6 @@ STATE* sg_Ripper2Swipe[] = ////////////////////// #define RIPPER2_MEKONG_RATE 18 -ANIMATOR ChestRipper2; STATE s_Ripper2Kong[5][7] = { @@ -403,7 +396,6 @@ STATE* sg_Ripper2Kong[] = ////////////////////// #define RIPPER2_HEART_RATE 20 -ANIMATOR DoRipper2StandHeart; STATE s_Ripper2Heart[5][4] = { @@ -446,7 +438,6 @@ STATE* sg_Ripper2Heart[] = ////////////////////// #define RIPPER2_HANG_RATE 14 -ANIMATOR DoRipper2Hang; STATE s_Ripper2Hang[5][4] = { @@ -485,7 +476,6 @@ STATE* sg_Ripper2Hang[] = ////////////////////// #define RIPPER2_PAIN_RATE 38 -ANIMATOR DoRipper2Pain; STATE s_Ripper2Pain[5][1] = { @@ -886,8 +876,6 @@ ACTOR_ACTION_SET Ripper2BrownActionSet = int SetupRipper2(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]); @@ -1039,6 +1027,7 @@ int DoRipper2MoveHang(DSWActor* actor) // // //--------------------------------------------------------------------------- +int DoRipper2QuickJump(DSWActor* actor); int DoRipper2HangJF(DSWActor* actor) { @@ -1356,7 +1345,6 @@ static saveable_code saveable_ripper2_code[] = SAVE_CODE(DoRipper2BeginJumpAttack), SAVE_CODE(DoRipper2MoveJump), - SAVE_CODE(DoRipper2QuickJump), SAVE_CODE(NullRipper2), SAVE_CODE(DoRipper2Pain), SAVE_CODE(DoRipper2RipHeart), diff --git a/source/games/sw/src/serp.cpp b/source/games/sw/src/serp.cpp index f387fdcc7..093b690a5 100644 --- a/source/games/sw/src/serp.cpp +++ b/source/games/sw/src/serp.cpp @@ -180,8 +180,6 @@ STATE* sg_SerpRun[] = ////////////////////// #define SERP_SLASH_RATE 9 -ANIMATOR InitActorDecide; -ANIMATOR InitSerpSlash; STATE s_SerpSlash[5][10] = { @@ -265,8 +263,6 @@ STATE* sg_SerpSlash[] = ////////////////////// #define SERP_SKULL_SPELL_RATE 18 -ANIMATOR InitSerpSkullSpell; -ANIMATOR InitSerpRing; STATE s_SerpSkullSpell[5][8] = { @@ -341,7 +337,6 @@ STATE* sg_SerpSkullSpell[] = ////////////////////// #define SERP_SPELL_RATE 18 -ANIMATOR InitSerpSpell; STATE s_SerpSpell[5][8] = { @@ -413,8 +408,6 @@ STATE* sg_SerpSpell[] = // ////////////////////// -ANIMATOR InitSerpMonstSpell; - STATE s_SerpMonstSpell[5][8] = { { @@ -487,7 +480,6 @@ STATE* sg_SerpMonstSpell[] = ////////////////////// #define SERP_SPELL_RATE 18 -ANIMATOR InitSerpRapidSpell; STATE s_SerpRapidSpell[5][10] = { @@ -607,7 +599,6 @@ STATE* sg_SerpStand[] = ////////////////////// #define SERP_DIE_RATE 20 -ANIMATOR DoDeathSpecial; STATE s_SerpDie[] = { @@ -693,8 +684,6 @@ ACTOR_ACTION_SET SerpActionSet = int SetupSerp(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SERP_RUN_R0,s_SerpRun[0]); diff --git a/source/games/sw/src/skel.cpp b/source/games/sw/src/skel.cpp index ab487c0ac..4891e2309 100644 --- a/source/games/sw/src/skel.cpp +++ b/source/games/sw/src/skel.cpp @@ -176,8 +176,6 @@ STATE* sg_SkelRun[] = ////////////////////// #define SKEL_SLASH_RATE 20 -ANIMATOR InitActorDecide; -ANIMATOR InitSkelSlash; STATE s_SkelSlash[5][7] = { @@ -313,7 +311,6 @@ STATE* sg_SkelSpell[] = ////////////////////// #define SKEL_PAIN_RATE 38 -ANIMATOR DoSkelPain; STATE s_SkelPain[5][1] = { @@ -504,8 +501,6 @@ ACTOR_ACTION_SET SkelActionSet = int SetupSkel(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SKEL_RUN_R0,s_SkelRun[0]); diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index b1e42b29f..9a134a496 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -47,10 +47,8 @@ int InitCaltrops(DSWActor* actor); extern DAMAGE_DATA DamageData[]; -ANIMATOR DoSkullMove,DoActorDebris; #define SKULL_RATE 10 -ANIMATOR DoSkullWait; STATE s_SkullWait[5][1] = { @@ -98,8 +96,6 @@ ATTRIBUTE SkullAttrib = // ////////////////////// -ANIMATOR DoSerpRing; - STATE s_SkullRing[5][1] = { { @@ -137,8 +133,6 @@ STATE* sg_SkullRing[] = // ////////////////////// -ANIMATOR DoSkullJump; - STATE s_SkullJump[5][1] = { { @@ -213,8 +207,6 @@ STATE* sg_SkullExplode[] = int SetupSkull(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SKULL_R0,s_SkullWait[0]); @@ -566,8 +558,6 @@ ATTRIBUTE BettyAttrib = // ////////////////////// -ANIMATOR DoBettyJump; - STATE s_BettyJump[5][1] = { { @@ -606,8 +596,6 @@ STATE* sg_BettyJump[] = #define BETTY_EXPLODE_RATE 11 #define BETTY_EXPLODE BETTY_R0 -ANIMATOR DoSuicide; -ANIMATOR DoBettySpawnShrap; STATE s_BettyExplode[] = { @@ -629,8 +617,6 @@ STATE* sg_BettyExplode[] = int SetupBetty(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,BETTY_R0,s_BettyWait[0]); diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index 77a21a7d9..52e4b4fff 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -256,7 +256,6 @@ STATE* sg_SumoPain[] = ////////////////////// #define SUMO_FART_RATE 12 -ANIMATOR InitSumoFart; STATE s_SumoFart[5][6] = { @@ -318,7 +317,6 @@ STATE* sg_SumoFart[] = ////////////////////// #define SUMO_CLAP_RATE 12 -ANIMATOR InitSumoClap; STATE s_SumoClap[5][6] = { @@ -544,8 +542,6 @@ ACTOR_ACTION_SET MiniSumoActionSet = int SetupSumo(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SUMO_RUN_R0,s_SumoRun[0]); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 5a98bdfd6..956e10287 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -60,10 +60,6 @@ void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator); void ScaleSpriteVector(DSWActor* actor, int scalex, int scaley, int scalez); void ScaleSpriteVector(DSWActor* actor, int scale); -ANIMATOR DoBettyBeginDeath; -ANIMATOR DoSkullBeginDeath; -ANIMATOR DoRipperGrow; - constexpr DAngle FacingAngle = mapangle(150); // @@ -178,8 +174,6 @@ STATE s_DeadLoWang[] = // ////////////////////// -ANIMATOR DoDefaultStat; - #define BREAK_LIGHT_RATE 18 STATE s_BreakLight[] = { @@ -419,7 +413,6 @@ STATE s_UziSmoke[] = #define SHOTGUN_SMOKE_RATE 16 #define SHOTGUN_SMOKE UZI_SMOKE+1 -ANIMATOR DoShotgunSmoke; STATE s_ShotgunSmoke[] = { {UZI_SMOKE + 0, SHOTGUN_SMOKE_RATE, AF(DoShotgunSmoke), &s_ShotgunSmoke[1]}, @@ -431,7 +424,6 @@ STATE s_ShotgunSmoke[] = #define UZI_BULLET_RATE 100 #define UZI_BULLET 717 // actually a bubble -ANIMATOR DoUziBullet; STATE s_UziBullet[] = { @@ -462,7 +454,6 @@ STATE s_UziPowerSpark[] = #define BUBBLE 716 #define BUBBLE_RATE 100 -ANIMATOR DoBubble; STATE s_Bubble[] = { @@ -1308,7 +1299,6 @@ STATE s_PlasmaDone[] = #define TELEPORT_EFFECT 3240 #define TELEPORT_EFFECT_RATE 6 -ANIMATOR DoTeleportEffect; STATE s_TeleportEffect[] = { {TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, nullptr, &s_TeleportEffect[1]}, @@ -1333,7 +1323,6 @@ STATE s_TeleportEffect[] = }; // Spawn a RIPPER teleport effect -ANIMATOR DoTeleRipper; STATE s_TeleportEffect2[] = { {TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, nullptr, &s_TeleportEffect2[1]}, @@ -1359,7 +1348,6 @@ STATE s_TeleportEffect2[] = }; -ANIMATOR DoElectro; #define ELECTRO_SNAKE 2073 #define ELECTRO_PLAYER (ELECTRO) #define ELECTRO_ENEMY (ELECTRO + 1) @@ -1768,7 +1756,6 @@ STATE s_BreakFlames[] = // ////////////////////// -#if 1 #define FIREBALL_RATE 8 #define GORO_FIREBALL FIREBALL+1 @@ -1780,12 +1767,6 @@ STATE s_Fireball[] = {FIREBALL + 3, 12, AF(DoFireball), &s_Fireball[0]} }; -#else -#endif - -#if 0 -#else -ANIMATOR DoRing; STATE s_Ring[] = { @@ -1794,7 +1775,6 @@ STATE s_Ring[] = {FIREBALL + 2, 12, AF(DoRing), &s_Ring[3]}, {FIREBALL + 3, 12, AF(DoRing), &s_Ring[0]} }; -#endif STATE s_Ring2[] = { @@ -1804,8 +1784,6 @@ STATE s_Ring2[] = {2031 + 3, 12, AF(DoRing), &s_Ring2[0]} }; -ANIMATOR DoNapalm; - STATE s_Napalm[] = { {FIREBALL + 0, 12, AF(DoNapalm), &s_Napalm[1]}, @@ -1815,8 +1793,6 @@ STATE s_Napalm[] = }; -ANIMATOR DoBloodWorm; - #if 1 #define BLOOD_WORM 2106 STATE s_BloodWorm[] = @@ -1863,8 +1839,6 @@ STATE s_PlasmaExp[] = #endif -ANIMATOR DoMirv; - STATE s_Mirv[] = { {FIREBALL + 0, 12, AF(DoMirv), &s_Mirv[1]}, @@ -1873,8 +1847,6 @@ STATE s_Mirv[] = {FIREBALL + 3, 12, AF(DoMirv), &s_Mirv[0]} }; -ANIMATOR DoMirvMissile; - STATE s_MirvMissile[] = { {FIREBALL + 0, 12, AF(DoMirvMissile), &s_MirvMissile[1]}, @@ -2090,7 +2062,6 @@ STATE s_GoreFlame[] = {GORE_Flame + 7, GORE_Flame_RATE, AF(DoFastShrapJumpFall), &s_GoreFlame[0]}, }; -ANIMATOR DoTracerShrap; STATE s_TracerShrap[] = { {GORE_Flame + 0, GORE_Flame_RATE, AF(DoTracerShrap), &s_TracerShrap[1]}, @@ -2105,7 +2076,6 @@ STATE s_TracerShrap[] = #define UZI_SHELL 2152 #define UZISHELL_RATE 8 -//ANIMATOR DoShellShrap; STATE s_UziShellShrap[] = { {UZI_SHELL + 0, UZISHELL_RATE, AF(DoShrapJumpFall), &s_UziShellShrap[1]}, @@ -2954,14 +2924,6 @@ int SpawnShrap(DSWActor* parentActor, DSWActor* secondaryActor, int means, BREAK }; #define WALL_FLOOR_SHRAP 4097 - ANIMATOR DoShrapWallFloor; -#if 0 - static SHRAP SectorExpShrap[] = - { - {nullptr, WALL_FLOOR_SHRAP, 1, Z_BOT, 550, 800, 200, 400, true, 512}, - {nullptr,0,0,0,0,0,0,0,0,0}, - }; -#endif double hZ[3]; DAngle dangl = nullAngle; @@ -17729,7 +17691,6 @@ enum FOOTPRINT3 = 2492, FOOTPRINT_RATE = 30, }; -ANIMATOR DoFootPrint; STATE s_FootPrint1[] = { {FOOTPRINT1, FOOTPRINT_RATE, nullptr, &s_FootPrint1[0]}, @@ -17857,7 +17818,6 @@ enum WALLBLOOD4 = 2503, WALLBLOOD_RATE = 1, }; -ANIMATOR DoWallBlood; STATE s_WallBlood1[] = { {WALLBLOOD1, SF_QUICK_CALL, AF(DoWallBlood), &s_WallBlood1[1]}, diff --git a/source/games/sw/src/zilla.cpp b/source/games/sw/src/zilla.cpp index d2985740c..a8293178c 100644 --- a/source/games/sw/src/zilla.cpp +++ b/source/games/sw/src/zilla.cpp @@ -37,7 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -ANIMATOR InitZillaCharge; DECISION ZillaBattle[] = { @@ -253,7 +252,6 @@ STATE* sg_ZillaPain[] = ////////////////////// #define ZILLA_RAIL_RATE 12 -ANIMATOR InitZillaRail; STATE s_ZillaRail[5][14] = { @@ -355,7 +353,6 @@ STATE* sg_ZillaRail[] = ////////////////////// #define ZILLA_ROCKET_RATE 12 -ANIMATOR InitZillaRocket; STATE s_ZillaRocket[5][7] = { @@ -422,7 +419,6 @@ STATE* sg_ZillaRocket[] = ////////////////////// #define ZILLA_UZI_RATE 8 -ANIMATOR InitEnemyUzi; STATE s_ZillaUzi[5][17] = { @@ -541,7 +537,6 @@ STATE* sg_ZillaUzi[] = ////////////////////// #define ZILLA_DIE_RATE 30 -ANIMATOR DoZillaDeathMelt; STATE s_ZillaDie[] = { @@ -607,8 +602,6 @@ ACTOR_ACTION_SET ZillaActionSet = int SetupZilla(DSWActor* actor) { - ANIMATOR DoActorDecide; - if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, ZILLA_RUN_R0, s_ZillaRun[0]); diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 9948b364d..599dbdd86 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -203,7 +203,6 @@ STATE* sg_ZombieStand[] = ////////////////////// #define ZOMBIE_PAIN_RATE 15 -ANIMATOR DoZombiePain; STATE s_ZombiePain[5][2] = { @@ -245,7 +244,6 @@ STATE* sg_ZombiePain[] = ////////////////////// #define ZOMBIE_NUKE_RATE 18 -ANIMATOR InitEnemyNuke; STATE s_ZombieNuke[5][6] = { @@ -308,7 +306,6 @@ STATE* sg_ZombieNuke[] = ////////////////////// #define ZOMBIE_ROCKET_RATE 14 -ANIMATOR InitEnemyRocket; STATE s_ZombieRocket[5][5] = { @@ -366,7 +363,6 @@ STATE* sg_ZombieRocket[] = ////////////////////// #define ZOMBIE_RAIL_RATE 14 -ANIMATOR InitEnemyRail; STATE s_ZombieRail[5][5] = { @@ -424,7 +420,6 @@ STATE* sg_ZombieRail[] = ////////////////////// #define ZOMBIE_ROCKET_RATE 14 -ANIMATOR InitSpriteGrenade; STATE s_ZombieGrenade[5][5] = { @@ -483,7 +478,6 @@ STATE* sg_ZombieGrenade[] = ////////////////////// #define ZOMBIE_FLASHBOMB_RATE 14 -ANIMATOR InitFlashBomb; STATE s_ZombieFlashBomb[5][5] = { @@ -753,7 +747,6 @@ ACTOR_ACTION_SET ZombieActionSet = int SetupZombie(DSWActor* actor) { - ANIMATOR DoActorDecide; actor->user.Health = 100; actor->user.__legacyState.StateEnd = &s_ZombiePain[0][0];