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- deleted wu variables in jweapon.cpp
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1 changed files with 0 additions and 27 deletions
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@ -1258,7 +1258,6 @@ int DoRadiationCloud(DSWActor* actor)
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int PlayerInitChemBomb(PLAYERp pp)
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{
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USERp u = pp->Actor()->u();
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USERp wu;
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int nx, ny, nz;
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short oclipdist;
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@ -1277,8 +1276,6 @@ int PlayerInitChemBomb(PLAYERp pp)
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auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector,
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nx, ny, nz, pp->angle.ang.asbuild(), CHEMBOMB_VELOCITY);
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wu = actorNew->u();
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// don't throw it as far if crawling
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if (TEST(pp->Flags, PF_CRAWLING))
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{
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@ -1332,10 +1329,8 @@ int PlayerInitChemBomb(PLAYERp pp)
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int InitSpriteChemBomb(DSWActor* actor)
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{
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USERp u = actor->u();
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USERp wu;
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int nx, ny, nz;
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PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
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nx = actor->spr.pos.X;
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@ -1347,8 +1342,6 @@ int InitSpriteChemBomb(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, actor->spr.sector(),
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nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY);
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wu = actorNew->u();
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(actor, actorNew);
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@ -1381,10 +1374,8 @@ int InitSpriteChemBomb(DSWActor* actor)
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int InitChemBomb(DSWActor* actor)
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{
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USERp u = actor->u();
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USERp wu;
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int nx, ny, nz;
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// Need to make it take away from inventory weapon list
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// PlayerUpdateAmmo(pp, u->WeaponNum, -1);
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@ -1397,8 +1388,6 @@ int InitChemBomb(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_ChemBomb, actor->spr.sector(),
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nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY);
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wu = actorNew->u();
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(GetOwner(actor), actorNew);
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@ -1650,7 +1639,6 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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int PlayerInitCaltrops(PLAYERp pp)
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{
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USERp u = pp->Actor()->u();
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USERp wu;
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int nx, ny, nz;
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short oclipdist;
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@ -1666,8 +1654,6 @@ int PlayerInitCaltrops(PLAYERp pp)
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auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,
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nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
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wu = actorNew->u();
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// don't throw it as far if crawling
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if (TEST(pp->Flags, PF_CRAWLING))
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{
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@ -1720,7 +1706,6 @@ int PlayerInitCaltrops(PLAYERp pp)
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int InitCaltrops(DSWActor* actor)
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{
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USERp u = actor->u();
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USERp wu;
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int nx, ny, nz;
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PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
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@ -1734,8 +1719,6 @@ int InitCaltrops(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->spr.sector(),
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nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY / 2);
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wu = actorNew->u();
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(actor, actorNew);
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@ -1765,11 +1748,9 @@ int InitCaltrops(DSWActor* actor)
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int InitPhosphorus(DSWActor* actor)
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{
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USERp u = actor->u();
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USERp wu;
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int nx, ny, nz;
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short daang;
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PlaySound(DIGI_FIREBALL1, actor, v3df_follow);
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nx = actor->spr.pos.X;
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@ -1783,8 +1764,6 @@ int InitPhosphorus(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_SKIP4, FIREBALL1, s_Phosphorus, actor->spr.sector(),
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nx, ny, nz, daang, CHEMBOMB_VELOCITY/3);
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wu = actorNew->u();
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actorNew->spr.hitag = LUMINOUS; // Always full brightness
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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// !Frank - don't do translucent
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@ -1818,7 +1797,6 @@ int InitPhosphorus(DSWActor* actor)
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int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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{
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USERp u = actor->u();
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USERp wu;
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int nx, ny, nz;
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short i, cnt, ang, vel, rnd;
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@ -1863,8 +1841,6 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, actor->spr.sector(),
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nx, ny, nz, ang, vel*2);
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wu = actorNew->u();
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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if (dogib)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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@ -2228,7 +2204,6 @@ int DoFlag(DSWActor* actor)
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int SpawnShell(DSWActor* actor, int ShellNum)
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{
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USERp u = actor->u();
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USERp wu;
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int nx, ny, nz;
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short id=0,velocity=0;
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STATEp p=nullptr;
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@ -2257,8 +2232,6 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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auto actorNew = SpawnActor(STAT_SKIP4, id, p, actor->spr.sector(), nx, ny, nz, actor->spr.ang, 64);
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wu = actorNew->u();
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actorNew->spr.zvel = -(velocity);
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if (u->PlayerP)
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