- clean up ANIMATOR declarations.

This commit is contained in:
Christoph Oelckers 2023-05-24 17:28:13 +02:00
parent 1b685d8652
commit 540f96407d
16 changed files with 2 additions and 131 deletions

View file

@ -473,8 +473,6 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
int SetupCoolie(DSWActor* actor) int SetupCoolie(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,COOLIE_RUN_R0,s_CoolieRun[0]); SpawnUser(actor,COOLIE_RUN_R0,s_CoolieRun[0]);

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@ -81,8 +81,6 @@ DECISION EelCloseRange[] =
{1024, InitActorReposition } {1024, InitActorReposition }
}; };
ANIMATOR InitEelFire;
DECISION EelTouchTarget[] = DECISION EelTouchTarget[] =
{ {
{1024, InitActorAttack }, {1024, InitActorAttack },
@ -379,8 +377,6 @@ void EelCommon(DSWActor* actor)
int SetupEel(DSWActor* actor) int SetupEel(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,EEL_RUN_R0,s_EelRun[0]); SpawnUser(actor,EEL_RUN_R0,s_EelRun[0]);

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@ -386,7 +386,6 @@ enum FOOT_TYPE
{WATER_FOOT, BLOOD_FOOT}; {WATER_FOOT, BLOOD_FOOT};
extern FOOT_TYPE FootMode; extern FOOT_TYPE FootMode;
ANIMATOR QueueFloorBlood; // Weapon.c
int QueueFootPrint(DSWActor*); // Weapon.c int QueueFootPrint(DSWActor*); // Weapon.c
void QueueLoWangs(DSWActor*); // Weapon.c void QueueLoWangs(DSWActor*); // Weapon.c
int SpawnShell(DSWActor* actor, int ShellNum); // JWeapon.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[]); int NewStateGroup(DSWActor* actor, STATE* SpriteGroup[]);
DVector3 SectorMidPoint(sectortype* sectp); DVector3 SectorMidPoint(sectortype* sectp);
void SpawnUser(DSWActor* actor, short id, STATE* state); void SpawnUser(DSWActor* actor, short id, STATE* state);

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@ -430,7 +430,6 @@ STATE* sg_GirlNinjaFall[] =
////////////////////// //////////////////////
#define GIRLNINJA_PAIN_RATE 15 #define GIRLNINJA_PAIN_RATE 15
ANIMATOR DoGirlNinjaPain;
STATE s_GirlNinjaPain[5][1] = STATE s_GirlNinjaPain[5][1] =
{ {
@ -529,7 +528,6 @@ STATE* sg_GirlNinjaSticky[] =
////////////////////// //////////////////////
#define GIRLNINJA_CROSSBOW_RATE 14 #define GIRLNINJA_CROSSBOW_RATE 14
ANIMATOR InitEnemyCrossbow;
STATE s_GirlNinjaCrossbow[5][5] = STATE s_GirlNinjaCrossbow[5][5] =
{ {
@ -589,7 +587,6 @@ STATE* sg_GirlNinjaCrossbow[] =
////////////////////// //////////////////////
#define GIRLNINJA_DIE_RATE 30 #define GIRLNINJA_DIE_RATE 30
ANIMATOR DoGirlNinjaSpecial;
STATE s_GirlNinjaDie[] = STATE s_GirlNinjaDie[] =
{ {
@ -714,8 +711,6 @@ ACTOR_ACTION_SET GirlNinjaActionSet =
int SetupGirlNinja(DSWActor* actor) int SetupGirlNinja(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]); SpawnUser(actor, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]);

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@ -169,8 +169,6 @@ STATE* sg_GoroRun[] =
////////////////////// //////////////////////
#define GORO_CHOP_RATE 14 #define GORO_CHOP_RATE 14
ANIMATOR InitActorDecide;
ANIMATOR InitGoroChop;
STATE s_GoroChop[5][7] = STATE s_GoroChop[5][7] =
{ {
@ -359,7 +357,6 @@ STATE* sg_GoroStand[] =
////////////////////// //////////////////////
#define GORO_PAIN_RATE 12 #define GORO_PAIN_RATE 12
ANIMATOR DoGoroPain;
STATE s_GoroPain[5][1] = STATE s_GoroPain[5][1] =
{ {
@ -487,8 +484,6 @@ ACTOR_ACTION_SET GoroActionSet =
int SetupGoro(DSWActor* actor) int SetupGoro(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor, GORO_RUN_R0,s_GoroRun[0]); SpawnUser(actor, GORO_RUN_R0,s_GoroRun[0]);

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@ -287,8 +287,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor);
int SetupHornet(DSWActor* actor) int SetupHornet(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,HORNET_RUN_R0,s_HornetRun[0]); SpawnUser(actor,HORNET_RUN_R0,s_HornetRun[0]);

View file

@ -43,11 +43,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
ANIMATOR DoSuicide;
ANIMATOR DoBloodSpray;
void SpawnFlashBombOnActor(DSWActor* actor); void SpawnFlashBombOnActor(DSWActor* actor);
ANIMATOR DoPuff;
extern STATE s_Puff[]; extern STATE s_Puff[];
extern STATE s_FireballFlames[]; extern STATE s_FireballFlames[];
extern STATE s_GoreFloorSplash[]; extern STATE s_GoreFloorSplash[];

View file

@ -217,8 +217,6 @@ STATE* sg_LavaRun[] =
////////////////////// //////////////////////
#define LAVA_THROW_RATE 9 #define LAVA_THROW_RATE 9
ANIMATOR InitActorDecide;
ANIMATOR InitLavaThrow;
STATE s_LavaThrow[5][10] = STATE s_LavaThrow[5][10] =
{ {
@ -302,7 +300,6 @@ STATE* sg_LavaThrow[] =
////////////////////// //////////////////////
#define LAVA_FLAME_RATE 18 #define LAVA_FLAME_RATE 18
ANIMATOR InitLavaFlame;
STATE s_LavaFlame[5][8] = STATE s_LavaFlame[5][8] =
{ {
@ -457,8 +454,6 @@ ACTOR_ACTION_SET LavaActionSet =
int SetupLava(DSWActor* actor) int SetupLava(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor, LAVA_RUN_R0, s_LavaRun[0]); SpawnUser(actor, LAVA_RUN_R0, s_LavaRun[0]);

View file

@ -37,11 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
ANIMATOR InitRipper2Hang; ANIMATOR InitRipper2Hang, InitRipper2Charge;
ANIMATOR DoRipper2MoveJump;
ANIMATOR DoRipper2HangJF;
ANIMATOR DoRipper2QuickJump;
ANIMATOR InitRipper2Charge;
DECISION Ripper2Battle[] = DECISION Ripper2Battle[] =
{ {
@ -260,8 +256,6 @@ STATE* sg_Ripper2Stand[] =
////////////////////// //////////////////////
#define RIPPER2_SWIPE_RATE 14 #define RIPPER2_SWIPE_RATE 14
ANIMATOR InitActorDecide;
ANIMATOR InitRipperSlash;
STATE s_Ripper2Swipe[5][8] = STATE s_Ripper2Swipe[5][8] =
{ {
@ -334,7 +328,6 @@ STATE* sg_Ripper2Swipe[] =
////////////////////// //////////////////////
#define RIPPER2_MEKONG_RATE 18 #define RIPPER2_MEKONG_RATE 18
ANIMATOR ChestRipper2;
STATE s_Ripper2Kong[5][7] = STATE s_Ripper2Kong[5][7] =
{ {
@ -403,7 +396,6 @@ STATE* sg_Ripper2Kong[] =
////////////////////// //////////////////////
#define RIPPER2_HEART_RATE 20 #define RIPPER2_HEART_RATE 20
ANIMATOR DoRipper2StandHeart;
STATE s_Ripper2Heart[5][4] = STATE s_Ripper2Heart[5][4] =
{ {
@ -446,7 +438,6 @@ STATE* sg_Ripper2Heart[] =
////////////////////// //////////////////////
#define RIPPER2_HANG_RATE 14 #define RIPPER2_HANG_RATE 14
ANIMATOR DoRipper2Hang;
STATE s_Ripper2Hang[5][4] = STATE s_Ripper2Hang[5][4] =
{ {
@ -485,7 +476,6 @@ STATE* sg_Ripper2Hang[] =
////////////////////// //////////////////////
#define RIPPER2_PAIN_RATE 38 #define RIPPER2_PAIN_RATE 38
ANIMATOR DoRipper2Pain;
STATE s_Ripper2Pain[5][1] = STATE s_Ripper2Pain[5][1] =
{ {
@ -886,8 +876,6 @@ ACTOR_ACTION_SET Ripper2BrownActionSet =
int SetupRipper2(DSWActor* actor) int SetupRipper2(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]); SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]);
@ -1039,6 +1027,7 @@ int DoRipper2MoveHang(DSWActor* actor)
// //
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
int DoRipper2QuickJump(DSWActor* actor);
int DoRipper2HangJF(DSWActor* actor) int DoRipper2HangJF(DSWActor* actor)
{ {
@ -1356,7 +1345,6 @@ static saveable_code saveable_ripper2_code[] =
SAVE_CODE(DoRipper2BeginJumpAttack), SAVE_CODE(DoRipper2BeginJumpAttack),
SAVE_CODE(DoRipper2MoveJump), SAVE_CODE(DoRipper2MoveJump),
SAVE_CODE(DoRipper2QuickJump),
SAVE_CODE(NullRipper2), SAVE_CODE(NullRipper2),
SAVE_CODE(DoRipper2Pain), SAVE_CODE(DoRipper2Pain),
SAVE_CODE(DoRipper2RipHeart), SAVE_CODE(DoRipper2RipHeart),

View file

@ -180,8 +180,6 @@ STATE* sg_SerpRun[] =
////////////////////// //////////////////////
#define SERP_SLASH_RATE 9 #define SERP_SLASH_RATE 9
ANIMATOR InitActorDecide;
ANIMATOR InitSerpSlash;
STATE s_SerpSlash[5][10] = STATE s_SerpSlash[5][10] =
{ {
@ -265,8 +263,6 @@ STATE* sg_SerpSlash[] =
////////////////////// //////////////////////
#define SERP_SKULL_SPELL_RATE 18 #define SERP_SKULL_SPELL_RATE 18
ANIMATOR InitSerpSkullSpell;
ANIMATOR InitSerpRing;
STATE s_SerpSkullSpell[5][8] = STATE s_SerpSkullSpell[5][8] =
{ {
@ -341,7 +337,6 @@ STATE* sg_SerpSkullSpell[] =
////////////////////// //////////////////////
#define SERP_SPELL_RATE 18 #define SERP_SPELL_RATE 18
ANIMATOR InitSerpSpell;
STATE s_SerpSpell[5][8] = STATE s_SerpSpell[5][8] =
{ {
@ -413,8 +408,6 @@ STATE* sg_SerpSpell[] =
// //
////////////////////// //////////////////////
ANIMATOR InitSerpMonstSpell;
STATE s_SerpMonstSpell[5][8] = STATE s_SerpMonstSpell[5][8] =
{ {
{ {
@ -487,7 +480,6 @@ STATE* sg_SerpMonstSpell[] =
////////////////////// //////////////////////
#define SERP_SPELL_RATE 18 #define SERP_SPELL_RATE 18
ANIMATOR InitSerpRapidSpell;
STATE s_SerpRapidSpell[5][10] = STATE s_SerpRapidSpell[5][10] =
{ {
@ -607,7 +599,6 @@ STATE* sg_SerpStand[] =
////////////////////// //////////////////////
#define SERP_DIE_RATE 20 #define SERP_DIE_RATE 20
ANIMATOR DoDeathSpecial;
STATE s_SerpDie[] = STATE s_SerpDie[] =
{ {
@ -693,8 +684,6 @@ ACTOR_ACTION_SET SerpActionSet =
int SetupSerp(DSWActor* actor) int SetupSerp(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,SERP_RUN_R0,s_SerpRun[0]); SpawnUser(actor,SERP_RUN_R0,s_SerpRun[0]);

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@ -176,8 +176,6 @@ STATE* sg_SkelRun[] =
////////////////////// //////////////////////
#define SKEL_SLASH_RATE 20 #define SKEL_SLASH_RATE 20
ANIMATOR InitActorDecide;
ANIMATOR InitSkelSlash;
STATE s_SkelSlash[5][7] = STATE s_SkelSlash[5][7] =
{ {
@ -313,7 +311,6 @@ STATE* sg_SkelSpell[] =
////////////////////// //////////////////////
#define SKEL_PAIN_RATE 38 #define SKEL_PAIN_RATE 38
ANIMATOR DoSkelPain;
STATE s_SkelPain[5][1] = STATE s_SkelPain[5][1] =
{ {
@ -504,8 +501,6 @@ ACTOR_ACTION_SET SkelActionSet =
int SetupSkel(DSWActor* actor) int SetupSkel(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,SKEL_RUN_R0,s_SkelRun[0]); SpawnUser(actor,SKEL_RUN_R0,s_SkelRun[0]);

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@ -47,10 +47,8 @@ int InitCaltrops(DSWActor* actor);
extern DAMAGE_DATA DamageData[]; extern DAMAGE_DATA DamageData[];
ANIMATOR DoSkullMove,DoActorDebris;
#define SKULL_RATE 10 #define SKULL_RATE 10
ANIMATOR DoSkullWait;
STATE s_SkullWait[5][1] = STATE s_SkullWait[5][1] =
{ {
@ -98,8 +96,6 @@ ATTRIBUTE SkullAttrib =
// //
////////////////////// //////////////////////
ANIMATOR DoSerpRing;
STATE s_SkullRing[5][1] = STATE s_SkullRing[5][1] =
{ {
{ {
@ -137,8 +133,6 @@ STATE* sg_SkullRing[] =
// //
////////////////////// //////////////////////
ANIMATOR DoSkullJump;
STATE s_SkullJump[5][1] = STATE s_SkullJump[5][1] =
{ {
{ {
@ -213,8 +207,6 @@ STATE* sg_SkullExplode[] =
int SetupSkull(DSWActor* actor) int SetupSkull(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,SKULL_R0,s_SkullWait[0]); SpawnUser(actor,SKULL_R0,s_SkullWait[0]);
@ -566,8 +558,6 @@ ATTRIBUTE BettyAttrib =
// //
////////////////////// //////////////////////
ANIMATOR DoBettyJump;
STATE s_BettyJump[5][1] = STATE s_BettyJump[5][1] =
{ {
{ {
@ -606,8 +596,6 @@ STATE* sg_BettyJump[] =
#define BETTY_EXPLODE_RATE 11 #define BETTY_EXPLODE_RATE 11
#define BETTY_EXPLODE BETTY_R0 #define BETTY_EXPLODE BETTY_R0
ANIMATOR DoSuicide;
ANIMATOR DoBettySpawnShrap;
STATE s_BettyExplode[] = STATE s_BettyExplode[] =
{ {
@ -629,8 +617,6 @@ STATE* sg_BettyExplode[] =
int SetupBetty(DSWActor* actor) int SetupBetty(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,BETTY_R0,s_BettyWait[0]); SpawnUser(actor,BETTY_R0,s_BettyWait[0]);

View file

@ -256,7 +256,6 @@ STATE* sg_SumoPain[] =
////////////////////// //////////////////////
#define SUMO_FART_RATE 12 #define SUMO_FART_RATE 12
ANIMATOR InitSumoFart;
STATE s_SumoFart[5][6] = STATE s_SumoFart[5][6] =
{ {
@ -318,7 +317,6 @@ STATE* sg_SumoFart[] =
////////////////////// //////////////////////
#define SUMO_CLAP_RATE 12 #define SUMO_CLAP_RATE 12
ANIMATOR InitSumoClap;
STATE s_SumoClap[5][6] = STATE s_SumoClap[5][6] =
{ {
@ -544,8 +542,6 @@ ACTOR_ACTION_SET MiniSumoActionSet =
int SetupSumo(DSWActor* actor) int SetupSumo(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor,SUMO_RUN_R0,s_SumoRun[0]); SpawnUser(actor,SUMO_RUN_R0,s_SumoRun[0]);

View file

@ -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 scalex, int scaley, int scalez);
void ScaleSpriteVector(DSWActor* actor, int scale); void ScaleSpriteVector(DSWActor* actor, int scale);
ANIMATOR DoBettyBeginDeath;
ANIMATOR DoSkullBeginDeath;
ANIMATOR DoRipperGrow;
constexpr DAngle FacingAngle = mapangle(150); constexpr DAngle FacingAngle = mapangle(150);
// //
@ -178,8 +174,6 @@ STATE s_DeadLoWang[] =
// //
////////////////////// //////////////////////
ANIMATOR DoDefaultStat;
#define BREAK_LIGHT_RATE 18 #define BREAK_LIGHT_RATE 18
STATE s_BreakLight[] = STATE s_BreakLight[] =
{ {
@ -419,7 +413,6 @@ STATE s_UziSmoke[] =
#define SHOTGUN_SMOKE_RATE 16 #define SHOTGUN_SMOKE_RATE 16
#define SHOTGUN_SMOKE UZI_SMOKE+1 #define SHOTGUN_SMOKE UZI_SMOKE+1
ANIMATOR DoShotgunSmoke;
STATE s_ShotgunSmoke[] = STATE s_ShotgunSmoke[] =
{ {
{UZI_SMOKE + 0, SHOTGUN_SMOKE_RATE, AF(DoShotgunSmoke), &s_ShotgunSmoke[1]}, {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_RATE 100
#define UZI_BULLET 717 // actually a bubble #define UZI_BULLET 717 // actually a bubble
ANIMATOR DoUziBullet;
STATE s_UziBullet[] = STATE s_UziBullet[] =
{ {
@ -462,7 +454,6 @@ STATE s_UziPowerSpark[] =
#define BUBBLE 716 #define BUBBLE 716
#define BUBBLE_RATE 100 #define BUBBLE_RATE 100
ANIMATOR DoBubble;
STATE s_Bubble[] = STATE s_Bubble[] =
{ {
@ -1308,7 +1299,6 @@ STATE s_PlasmaDone[] =
#define TELEPORT_EFFECT 3240 #define TELEPORT_EFFECT 3240
#define TELEPORT_EFFECT_RATE 6 #define TELEPORT_EFFECT_RATE 6
ANIMATOR DoTeleportEffect;
STATE s_TeleportEffect[] = STATE s_TeleportEffect[] =
{ {
{TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, nullptr, &s_TeleportEffect[1]}, {TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, nullptr, &s_TeleportEffect[1]},
@ -1333,7 +1323,6 @@ STATE s_TeleportEffect[] =
}; };
// Spawn a RIPPER teleport effect // Spawn a RIPPER teleport effect
ANIMATOR DoTeleRipper;
STATE s_TeleportEffect2[] = STATE s_TeleportEffect2[] =
{ {
{TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, nullptr, &s_TeleportEffect2[1]}, {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_SNAKE 2073
#define ELECTRO_PLAYER (ELECTRO) #define ELECTRO_PLAYER (ELECTRO)
#define ELECTRO_ENEMY (ELECTRO + 1) #define ELECTRO_ENEMY (ELECTRO + 1)
@ -1768,7 +1756,6 @@ STATE s_BreakFlames[] =
// //
////////////////////// //////////////////////
#if 1
#define FIREBALL_RATE 8 #define FIREBALL_RATE 8
#define GORO_FIREBALL FIREBALL+1 #define GORO_FIREBALL FIREBALL+1
@ -1780,12 +1767,6 @@ STATE s_Fireball[] =
{FIREBALL + 3, 12, AF(DoFireball), &s_Fireball[0]} {FIREBALL + 3, 12, AF(DoFireball), &s_Fireball[0]}
}; };
#else
#endif
#if 0
#else
ANIMATOR DoRing;
STATE s_Ring[] = STATE s_Ring[] =
{ {
@ -1794,7 +1775,6 @@ STATE s_Ring[] =
{FIREBALL + 2, 12, AF(DoRing), &s_Ring[3]}, {FIREBALL + 2, 12, AF(DoRing), &s_Ring[3]},
{FIREBALL + 3, 12, AF(DoRing), &s_Ring[0]} {FIREBALL + 3, 12, AF(DoRing), &s_Ring[0]}
}; };
#endif
STATE s_Ring2[] = STATE s_Ring2[] =
{ {
@ -1804,8 +1784,6 @@ STATE s_Ring2[] =
{2031 + 3, 12, AF(DoRing), &s_Ring2[0]} {2031 + 3, 12, AF(DoRing), &s_Ring2[0]}
}; };
ANIMATOR DoNapalm;
STATE s_Napalm[] = STATE s_Napalm[] =
{ {
{FIREBALL + 0, 12, AF(DoNapalm), &s_Napalm[1]}, {FIREBALL + 0, 12, AF(DoNapalm), &s_Napalm[1]},
@ -1815,8 +1793,6 @@ STATE s_Napalm[] =
}; };
ANIMATOR DoBloodWorm;
#if 1 #if 1
#define BLOOD_WORM 2106 #define BLOOD_WORM 2106
STATE s_BloodWorm[] = STATE s_BloodWorm[] =
@ -1863,8 +1839,6 @@ STATE s_PlasmaExp[] =
#endif #endif
ANIMATOR DoMirv;
STATE s_Mirv[] = STATE s_Mirv[] =
{ {
{FIREBALL + 0, 12, AF(DoMirv), &s_Mirv[1]}, {FIREBALL + 0, 12, AF(DoMirv), &s_Mirv[1]},
@ -1873,8 +1847,6 @@ STATE s_Mirv[] =
{FIREBALL + 3, 12, AF(DoMirv), &s_Mirv[0]} {FIREBALL + 3, 12, AF(DoMirv), &s_Mirv[0]}
}; };
ANIMATOR DoMirvMissile;
STATE s_MirvMissile[] = STATE s_MirvMissile[] =
{ {
{FIREBALL + 0, 12, AF(DoMirvMissile), &s_MirvMissile[1]}, {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]}, {GORE_Flame + 7, GORE_Flame_RATE, AF(DoFastShrapJumpFall), &s_GoreFlame[0]},
}; };
ANIMATOR DoTracerShrap;
STATE s_TracerShrap[] = STATE s_TracerShrap[] =
{ {
{GORE_Flame + 0, GORE_Flame_RATE, AF(DoTracerShrap), &s_TracerShrap[1]}, {GORE_Flame + 0, GORE_Flame_RATE, AF(DoTracerShrap), &s_TracerShrap[1]},
@ -2105,7 +2076,6 @@ STATE s_TracerShrap[] =
#define UZI_SHELL 2152 #define UZI_SHELL 2152
#define UZISHELL_RATE 8 #define UZISHELL_RATE 8
//ANIMATOR DoShellShrap;
STATE s_UziShellShrap[] = STATE s_UziShellShrap[] =
{ {
{UZI_SHELL + 0, UZISHELL_RATE, AF(DoShrapJumpFall), &s_UziShellShrap[1]}, {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 #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]; double hZ[3];
DAngle dangl = nullAngle; DAngle dangl = nullAngle;
@ -17729,7 +17691,6 @@ enum
FOOTPRINT3 = 2492, FOOTPRINT3 = 2492,
FOOTPRINT_RATE = 30, FOOTPRINT_RATE = 30,
}; };
ANIMATOR DoFootPrint;
STATE s_FootPrint1[] = STATE s_FootPrint1[] =
{ {
{FOOTPRINT1, FOOTPRINT_RATE, nullptr, &s_FootPrint1[0]}, {FOOTPRINT1, FOOTPRINT_RATE, nullptr, &s_FootPrint1[0]},
@ -17857,7 +17818,6 @@ enum
WALLBLOOD4 = 2503, WALLBLOOD4 = 2503,
WALLBLOOD_RATE = 1, WALLBLOOD_RATE = 1,
}; };
ANIMATOR DoWallBlood;
STATE s_WallBlood1[] = STATE s_WallBlood1[] =
{ {
{WALLBLOOD1, SF_QUICK_CALL, AF(DoWallBlood), &s_WallBlood1[1]}, {WALLBLOOD1, SF_QUICK_CALL, AF(DoWallBlood), &s_WallBlood1[1]},

View file

@ -37,7 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
ANIMATOR InitZillaCharge;
DECISION ZillaBattle[] = DECISION ZillaBattle[] =
{ {
@ -253,7 +252,6 @@ STATE* sg_ZillaPain[] =
////////////////////// //////////////////////
#define ZILLA_RAIL_RATE 12 #define ZILLA_RAIL_RATE 12
ANIMATOR InitZillaRail;
STATE s_ZillaRail[5][14] = STATE s_ZillaRail[5][14] =
{ {
@ -355,7 +353,6 @@ STATE* sg_ZillaRail[] =
////////////////////// //////////////////////
#define ZILLA_ROCKET_RATE 12 #define ZILLA_ROCKET_RATE 12
ANIMATOR InitZillaRocket;
STATE s_ZillaRocket[5][7] = STATE s_ZillaRocket[5][7] =
{ {
@ -422,7 +419,6 @@ STATE* sg_ZillaRocket[] =
////////////////////// //////////////////////
#define ZILLA_UZI_RATE 8 #define ZILLA_UZI_RATE 8
ANIMATOR InitEnemyUzi;
STATE s_ZillaUzi[5][17] = STATE s_ZillaUzi[5][17] =
{ {
@ -541,7 +537,6 @@ STATE* sg_ZillaUzi[] =
////////////////////// //////////////////////
#define ZILLA_DIE_RATE 30 #define ZILLA_DIE_RATE 30
ANIMATOR DoZillaDeathMelt;
STATE s_ZillaDie[] = STATE s_ZillaDie[] =
{ {
@ -607,8 +602,6 @@ ACTOR_ACTION_SET ZillaActionSet =
int SetupZilla(DSWActor* actor) int SetupZilla(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{ {
SpawnUser(actor, ZILLA_RUN_R0, s_ZillaRun[0]); SpawnUser(actor, ZILLA_RUN_R0, s_ZillaRun[0]);

View file

@ -203,7 +203,6 @@ STATE* sg_ZombieStand[] =
////////////////////// //////////////////////
#define ZOMBIE_PAIN_RATE 15 #define ZOMBIE_PAIN_RATE 15
ANIMATOR DoZombiePain;
STATE s_ZombiePain[5][2] = STATE s_ZombiePain[5][2] =
{ {
@ -245,7 +244,6 @@ STATE* sg_ZombiePain[] =
////////////////////// //////////////////////
#define ZOMBIE_NUKE_RATE 18 #define ZOMBIE_NUKE_RATE 18
ANIMATOR InitEnemyNuke;
STATE s_ZombieNuke[5][6] = STATE s_ZombieNuke[5][6] =
{ {
@ -308,7 +306,6 @@ STATE* sg_ZombieNuke[] =
////////////////////// //////////////////////
#define ZOMBIE_ROCKET_RATE 14 #define ZOMBIE_ROCKET_RATE 14
ANIMATOR InitEnemyRocket;
STATE s_ZombieRocket[5][5] = STATE s_ZombieRocket[5][5] =
{ {
@ -366,7 +363,6 @@ STATE* sg_ZombieRocket[] =
////////////////////// //////////////////////
#define ZOMBIE_RAIL_RATE 14 #define ZOMBIE_RAIL_RATE 14
ANIMATOR InitEnemyRail;
STATE s_ZombieRail[5][5] = STATE s_ZombieRail[5][5] =
{ {
@ -424,7 +420,6 @@ STATE* sg_ZombieRail[] =
////////////////////// //////////////////////
#define ZOMBIE_ROCKET_RATE 14 #define ZOMBIE_ROCKET_RATE 14
ANIMATOR InitSpriteGrenade;
STATE s_ZombieGrenade[5][5] = STATE s_ZombieGrenade[5][5] =
{ {
@ -483,7 +478,6 @@ STATE* sg_ZombieGrenade[] =
////////////////////// //////////////////////
#define ZOMBIE_FLASHBOMB_RATE 14 #define ZOMBIE_FLASHBOMB_RATE 14
ANIMATOR InitFlashBomb;
STATE s_ZombieFlashBomb[5][5] = STATE s_ZombieFlashBomb[5][5] =
{ {
@ -753,7 +747,6 @@ ACTOR_ACTION_SET ZombieActionSet =
int SetupZombie(DSWActor* actor) int SetupZombie(DSWActor* actor)
{ {
ANIMATOR DoActorDecide;
actor->user.Health = 100; actor->user.Health = 100;
actor->user.__legacyState.StateEnd = &s_ZombiePain[0][0]; actor->user.__legacyState.StateEnd = &s_ZombiePain[0][0];