- deleted u variables in jweapon.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 22:08:57 +01:00
parent 08244a70f3
commit 78fa76678d

View file

@ -258,10 +258,6 @@ STATE s_BloodSprayDrip[] =
int DoWallBloodDrip(DSWActor* actor)
{
USER* u = actor->u();
//actor->spr.z += (300+RandomRange(2300)) >> 1;
// sy & sz are the ceiling and floor of the sector you are sliding down
if (actor->user.sz != actor->user.sy)
{
@ -296,8 +292,6 @@ int DoWallBloodDrip(DSWActor* actor)
void SpawnMidSplash(DSWActor* actor)
{
USERp u = actor->u();
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
@ -321,8 +315,6 @@ void SpawnMidSplash(DSWActor* actor)
void SpawnFloorSplash(DSWActor* actor)
{
USERp u = actor->u();
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
@ -347,7 +339,6 @@ void SpawnFloorSplash(DSWActor* actor)
int DoBloodSpray(DSWActor* actor)
{
USER* u = actor->u();
int cz,fz;
if (TEST(actor->user.Flags, SPR_UNDERWATER))
@ -557,8 +548,6 @@ int DoBloodSpray(DSWActor* actor)
int DoPhosphorus(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(actor->user.Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
@ -763,8 +752,6 @@ int DoPhosphorus(DSWActor* actor)
int DoChemBomb(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(actor->user.Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
@ -984,8 +971,6 @@ int DoChemBomb(DSWActor* actor)
int DoCaltropsStick(DSWActor* actor)
{
USER* u = actor->u();
actor->user.Counter = !actor->user.Counter;
if (actor->user.Counter)
@ -996,8 +981,6 @@ int DoCaltropsStick(DSWActor* actor)
int DoCaltrops(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(actor->user.Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
@ -1164,8 +1147,6 @@ int DoCaltrops(DSWActor* actor)
int SpawnRadiationCloud(DSWActor* actor)
{
USERp u = actor->u();
if (!MoveSkip4)
return false;
@ -1235,8 +1216,6 @@ int SpawnRadiationCloud(DSWActor* actor)
int DoRadiationCloud(DSWActor* actor)
{
USER* u = actor->u();
actor->spr.pos.Z -= actor->spr.zvel;
actor->spr.pos.X += actor->user.xchange;
@ -1327,7 +1306,6 @@ int PlayerInitChemBomb(PLAYERp pp)
int InitSpriteChemBomb(DSWActor* actor)
{
USERp u = actor->u();
int nx, ny, nz;
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
@ -1372,12 +1350,8 @@ int InitSpriteChemBomb(DSWActor* actor)
int InitChemBomb(DSWActor* actor)
{
USERp u = actor->u();
int nx, ny, nz;
// Need to make it take away from inventory weapon list
// PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
nx = actor->spr.pos.X;
ny = actor->spr.pos.Y;
nz = actor->spr.pos.Z;
@ -1561,7 +1535,6 @@ int InitFlashBomb(DSWActor* actor)
void SpawnFlashBombOnActor(DSWActor* actor)
{
if (!actor->hasU()) return;
USERp u = actor->u();
// Forget about burnable sprites
if (TEST(actor->spr.extra, SPRX_BURNABLE))
@ -1703,7 +1676,6 @@ int PlayerInitCaltrops(PLAYERp pp)
int InitCaltrops(DSWActor* actor)
{
USERp u = actor->u();
int nx, ny, nz;
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
@ -1745,7 +1717,6 @@ int InitCaltrops(DSWActor* actor)
int InitPhosphorus(DSWActor* actor)
{
USERp u = actor->u();
int nx, ny, nz;
short daang;
@ -1794,7 +1765,6 @@ int InitPhosphorus(DSWActor* actor)
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
{
USERp u = actor->u();
int nx, ny, nz;
short i, cnt, ang, vel, rnd;
@ -1943,8 +1913,6 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
int DoCarryFlag(DSWActor* actor)
{
USER* u = actor->u();
const int FLAG_DETONATE_STATE = 99;
DSWActor* fown = actor->user.flagOwnerActor;
if (!fown) return 0;
@ -2092,8 +2060,6 @@ int DoCarryFlag(DSWActor* actor)
int DoCarryFlagNoDet(DSWActor* actor)
{
USER* u = actor->u();
DSWActor* attached = actor->user.attachActor;
DSWActor* fown = actor->user.flagOwnerActor;
if (!fown) return 0;
@ -2152,13 +2118,10 @@ int DoCarryFlagNoDet(DSWActor* actor)
int SetCarryFlag(DSWActor* actor)
{
USERp u = actor->u();
// stuck
SET(actor->user.Flags, SPR_BOUNCE);
// not yet active for 1 sec
// RESET(actor->user.Flags, SPR_ACTIVE);
// actor->user.WaitTics = SEC(3);
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Counter = 0;
change_actor_stat(actor, STAT_ITEM);
@ -2172,8 +2135,6 @@ int SetCarryFlag(DSWActor* actor)
int DoFlag(DSWActor* actor)
{
USER* u = actor->u();
auto hitActor = DoFlagRangeTest(actor, 1000);
if (hitActor)
@ -2196,7 +2157,6 @@ int DoFlag(DSWActor* actor)
int SpawnShell(DSWActor* actor, int ShellNum)
{
USERp u = actor->u();
int nx, ny, nz;
short id=0,velocity=0;
STATEp p=nullptr;