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- deleted u variables in jweapon.cpp
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08244a70f3
commit
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1 changed files with 1 additions and 41 deletions
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@ -258,10 +258,6 @@ STATE s_BloodSprayDrip[] =
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int DoWallBloodDrip(DSWActor* actor)
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{
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USER* u = actor->u();
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//actor->spr.z += (300+RandomRange(2300)) >> 1;
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// sy & sz are the ceiling and floor of the sector you are sliding down
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if (actor->user.sz != actor->user.sy)
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{
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@ -296,8 +292,6 @@ int DoWallBloodDrip(DSWActor* actor)
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void SpawnMidSplash(DSWActor* actor)
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{
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USERp u = actor->u();
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
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@ -321,8 +315,6 @@ void SpawnMidSplash(DSWActor* actor)
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void SpawnFloorSplash(DSWActor* actor)
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{
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USERp u = actor->u();
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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@ -347,7 +339,6 @@ void SpawnFloorSplash(DSWActor* actor)
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int DoBloodSpray(DSWActor* actor)
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{
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USER* u = actor->u();
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int cz,fz;
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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@ -557,8 +548,6 @@ int DoBloodSpray(DSWActor* actor)
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int DoPhosphorus(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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{
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ScaleSpriteVector(actor, 50000);
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@ -763,8 +752,6 @@ int DoPhosphorus(DSWActor* actor)
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int DoChemBomb(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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{
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ScaleSpriteVector(actor, 50000);
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@ -984,8 +971,6 @@ int DoChemBomb(DSWActor* actor)
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int DoCaltropsStick(DSWActor* actor)
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{
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USER* u = actor->u();
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actor->user.Counter = !actor->user.Counter;
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if (actor->user.Counter)
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@ -996,8 +981,6 @@ int DoCaltropsStick(DSWActor* actor)
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int DoCaltrops(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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{
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ScaleSpriteVector(actor, 50000);
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@ -1164,8 +1147,6 @@ int DoCaltrops(DSWActor* actor)
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int SpawnRadiationCloud(DSWActor* actor)
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{
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USERp u = actor->u();
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if (!MoveSkip4)
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return false;
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@ -1235,8 +1216,6 @@ int SpawnRadiationCloud(DSWActor* actor)
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int DoRadiationCloud(DSWActor* actor)
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{
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USER* u = actor->u();
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actor->spr.pos.Z -= actor->spr.zvel;
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actor->spr.pos.X += actor->user.xchange;
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@ -1327,7 +1306,6 @@ 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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int nx, ny, nz;
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PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
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@ -1372,12 +1350,8 @@ 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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int nx, ny, nz;
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// Need to make it take away from inventory weapon list
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// PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
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nx = actor->spr.pos.X;
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ny = actor->spr.pos.Y;
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nz = actor->spr.pos.Z;
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@ -1561,7 +1535,6 @@ int InitFlashBomb(DSWActor* actor)
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void SpawnFlashBombOnActor(DSWActor* actor)
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{
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if (!actor->hasU()) return;
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USERp u = actor->u();
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// Forget about burnable sprites
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if (TEST(actor->spr.extra, SPRX_BURNABLE))
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@ -1703,7 +1676,6 @@ 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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int nx, ny, nz;
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PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
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@ -1745,7 +1717,6 @@ 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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int nx, ny, nz;
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short daang;
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@ -1794,7 +1765,6 @@ 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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int nx, ny, nz;
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short i, cnt, ang, vel, rnd;
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@ -1943,8 +1913,6 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
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int DoCarryFlag(DSWActor* actor)
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{
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USER* u = actor->u();
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const int FLAG_DETONATE_STATE = 99;
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DSWActor* fown = actor->user.flagOwnerActor;
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if (!fown) return 0;
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@ -2092,8 +2060,6 @@ int DoCarryFlag(DSWActor* actor)
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int DoCarryFlagNoDet(DSWActor* actor)
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{
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USER* u = actor->u();
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DSWActor* attached = actor->user.attachActor;
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DSWActor* fown = actor->user.flagOwnerActor;
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if (!fown) return 0;
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@ -2152,13 +2118,10 @@ int DoCarryFlagNoDet(DSWActor* actor)
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int SetCarryFlag(DSWActor* actor)
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{
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USERp u = actor->u();
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// stuck
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SET(actor->user.Flags, SPR_BOUNCE);
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// not yet active for 1 sec
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// RESET(actor->user.Flags, SPR_ACTIVE);
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// actor->user.WaitTics = SEC(3);
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SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actor->user.Counter = 0;
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change_actor_stat(actor, STAT_ITEM);
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@ -2172,8 +2135,6 @@ int SetCarryFlag(DSWActor* actor)
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int DoFlag(DSWActor* actor)
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{
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USER* u = actor->u();
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auto hitActor = DoFlagRangeTest(actor, 1000);
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if (hitActor)
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@ -2196,7 +2157,6 @@ 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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int nx, ny, nz;
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short id=0,velocity=0;
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STATEp p=nullptr;
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