- deleted dead sp variables.

This commit is contained in:
Christoph Oelckers 2021-12-25 01:24:24 +01:00
parent 8a2908bc30
commit 5643f9b7f7
6 changed files with 0 additions and 25 deletions

View file

@ -74,7 +74,6 @@ void precacheMap(void)
int j;
SECTORp sectp;
WALLp wp;
SPRITEp sp;
for(auto& sec: sector)
{

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@ -145,7 +145,6 @@ ANIMATOR GenerateDrips;
/////////////////////////////////////////////////////
void JS_SpriteSetup(void)
{
SPRITEp sp;
USERp u;
SWStatIterator it(STAT_DEFAULT);
@ -304,7 +303,6 @@ void JS_InitMirrors(void)
do if (wal.lotag == TAG_WALL_MAGIC_MIRROR)
{
int ii;
SPRITEp sp;
Found_Cam = false;

View file

@ -2347,7 +2347,6 @@ extern ACTOR_ACTION_SET PlayerNinjaActionSet;
void InitPlayerSprite(PLAYERp pp)
{
SPRITE *sp;
USERp u;
int pnum = int(pp - Player);
extern bool NewGame;
@ -2423,7 +2422,6 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
DSWActor* plActor = pp->actor;
USERp pu = plActor->u(), u;
SPRITEp sp;
int pnum = int(pp - Player);
pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,

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@ -65,8 +65,6 @@ DSWActor* insertActor(sectortype* sect, int statnum)
bool FAF_Sector(sectortype* sect)
{
SPRITEp sp;
SWSectIterator it(sect);
while (auto actor = it.Next())
{
@ -303,8 +301,6 @@ bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects,
int GetZadjustment(sectortype* sect, short hitag)
{
SPRITEp sp;
if (sect == nullptr || !TEST(sect->extra, SECTFX_Z_ADJUST))
return 0;
@ -565,8 +561,6 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, sectortype* const sect,
void SetupMirrorTiles(void)
{
SPRITEp sp;
SWStatIterator it(STAT_FAF);
while (auto actor = it.Next())
{
@ -595,7 +589,6 @@ void GetUpperLowerSector(short match, int x, int y, sectortype** upper, sectorty
int i;
sectortype* sectorlist[16];
int sln = 0;
SPRITEp sp;
for(auto& sect: sector)
{
@ -839,7 +832,6 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
short FindViewSectorInScene(sectortype* cursect, short level)
{
SPRITEp sp;
short match;
SWStatIterator it(STAT_FAF);

View file

@ -41,7 +41,6 @@ bool TestSpikeMatchActive(short match);
void ReverseSpike(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
// if paused go ahead and start it up again
if (u->Tics)
@ -72,14 +71,11 @@ void ReverseSpike(DSWActor* actor)
bool SpikeSwitch(short match, short setting)
{
SPRITEp sp;
bool found = false;
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
sp = &actor->s();
if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match)
{
found = true;
@ -93,7 +89,6 @@ bool SpikeSwitch(short match, short setting)
void SetSpikeActive(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
SECTORp sectp = actor->spr.sector();
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
@ -243,7 +238,6 @@ int DoSpikeMove(DSWActor* actor, int *lptr)
void SpikeAlign(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
// either work on single sector or all tagged in SOBJ
if ((int8_t)SP_TAG7(actor) < 0)
@ -264,14 +258,11 @@ void SpikeAlign(DSWActor* actor)
void MoveSpritesWithSpike(sectortype* sect)
{
SPRITEp sp;
int cz,fz;
SWSectIterator it(sect);
while (auto actor = it.Next())
{
sp = &actor->s();
if (actor->hasU())
continue;
@ -286,7 +277,6 @@ void MoveSpritesWithSpike(sectortype* sect)
int DoSpike(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int *lptr;
// zclip = floor or ceiling z
@ -401,7 +391,6 @@ int DoSpike(DSWActor* actor)
int DoSpikeAuto(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int *lptr;
lptr = &u->zclip;

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@ -768,7 +768,6 @@ int DoSumoDeathMelt(DSWActor* actor)
void BossHealthMeter(void)
{
SPRITEp sp;
USERp u;
PLAYERp pp = Player + myconnectindex;
short color=0,metertics,meterunit;