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- deleted dead sp variables.
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8a2908bc30
commit
5643f9b7f7
6 changed files with 0 additions and 25 deletions
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@ -74,7 +74,6 @@ void precacheMap(void)
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int j;
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SECTORp sectp;
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WALLp wp;
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SPRITEp sp;
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for(auto& sec: sector)
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{
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@ -145,7 +145,6 @@ ANIMATOR GenerateDrips;
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/////////////////////////////////////////////////////
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void JS_SpriteSetup(void)
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{
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SPRITEp sp;
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USERp u;
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SWStatIterator it(STAT_DEFAULT);
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@ -304,7 +303,6 @@ void JS_InitMirrors(void)
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do if (wal.lotag == TAG_WALL_MAGIC_MIRROR)
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{
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int ii;
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SPRITEp sp;
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Found_Cam = false;
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@ -2347,7 +2347,6 @@ extern ACTOR_ACTION_SET PlayerNinjaActionSet;
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void InitPlayerSprite(PLAYERp pp)
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{
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SPRITE *sp;
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USERp u;
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int pnum = int(pp - Player);
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extern bool NewGame;
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@ -2423,7 +2422,6 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
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DSWActor* plActor = pp->actor;
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USERp pu = plActor->u(), u;
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SPRITEp sp;
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int pnum = int(pp - Player);
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pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,
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@ -65,8 +65,6 @@ DSWActor* insertActor(sectortype* sect, int statnum)
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bool FAF_Sector(sectortype* sect)
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{
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SPRITEp sp;
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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@ -303,8 +301,6 @@ bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects,
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int GetZadjustment(sectortype* sect, short hitag)
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{
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SPRITEp sp;
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if (sect == nullptr || !TEST(sect->extra, SECTFX_Z_ADJUST))
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return 0;
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@ -565,8 +561,6 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, sectortype* const sect,
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void SetupMirrorTiles(void)
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{
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SPRITEp sp;
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SWStatIterator it(STAT_FAF);
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while (auto actor = it.Next())
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{
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@ -595,7 +589,6 @@ void GetUpperLowerSector(short match, int x, int y, sectortype** upper, sectorty
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int i;
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sectortype* sectorlist[16];
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int sln = 0;
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SPRITEp sp;
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for(auto& sect: sector)
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{
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@ -839,7 +832,6 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect)
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short FindViewSectorInScene(sectortype* cursect, short level)
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{
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SPRITEp sp;
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short match;
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SWStatIterator it(STAT_FAF);
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@ -41,7 +41,6 @@ bool TestSpikeMatchActive(short match);
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void ReverseSpike(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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// if paused go ahead and start it up again
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if (u->Tics)
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@ -72,14 +71,11 @@ void ReverseSpike(DSWActor* actor)
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bool SpikeSwitch(short match, short setting)
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{
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SPRITEp sp;
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bool found = false;
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SWStatIterator it(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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sp = &actor->s();
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if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match)
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{
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found = true;
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@ -93,7 +89,6 @@ bool SpikeSwitch(short match, short setting)
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void SetSpikeActive(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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SECTORp sectp = actor->spr.sector();
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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@ -243,7 +238,6 @@ int DoSpikeMove(DSWActor* actor, int *lptr)
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void SpikeAlign(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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// either work on single sector or all tagged in SOBJ
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if ((int8_t)SP_TAG7(actor) < 0)
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@ -264,14 +258,11 @@ void SpikeAlign(DSWActor* actor)
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void MoveSpritesWithSpike(sectortype* sect)
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{
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SPRITEp sp;
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int cz,fz;
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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sp = &actor->s();
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if (actor->hasU())
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continue;
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@ -286,7 +277,6 @@ void MoveSpritesWithSpike(sectortype* sect)
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int DoSpike(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int *lptr;
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// zclip = floor or ceiling z
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@ -401,7 +391,6 @@ int DoSpike(DSWActor* actor)
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int DoSpikeAuto(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int *lptr;
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lptr = &u->zclip;
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@ -768,7 +768,6 @@ int DoSumoDeathMelt(DSWActor* actor)
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void BossHealthMeter(void)
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{
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SPRITEp sp;
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USERp u;
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PLAYERp pp = Player + myconnectindex;
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short color=0,metertics,meterunit;
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