- deleted nu variables.

This commit is contained in:
Christoph Oelckers 2021-12-25 20:05:29 +01:00
parent d096eda3a9
commit 86704b264e
7 changed files with 2 additions and 91 deletions

View file

@ -1128,7 +1128,6 @@ void BunnyHatch(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
const int MAX_BUNNYS = 1;
int16_t rip_ang[MAX_BUNNYS];
@ -1144,7 +1143,6 @@ void BunnyHatch(DSWActor* actor)
actorNew->spr.ang = rip_ang[i];
actorNew->spr.pal = 0;
SetupBunny(actorNew);
nu = actorNew->u();
actorNew->spr.shade = actor->spr.shade;
// make immediately active
@ -1204,7 +1202,6 @@ DSWActor* BunnyHatch2(DSWActor* actor)
actorNew->spr.ang = RANDOM_P2(2048);
actorNew->spr.pal = 0;
SetupBunny(actorNew);
auto nu = actorNew->u();
actorNew->spr.shade = actor->spr.shade;
// make immediately active

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@ -545,13 +545,10 @@ int SetupCoolg(DSWActor* actor)
int NewCoolg(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
ANIMATOR DoActorDecide;
auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 50);
nu = actorNew->u();
ChangeState(actorNew, &s_CoolgBirth[0]);
actorNew->user.StateEnd = s_CoolgDie;
actorNew->user.Rot = sg_CoolgRun;

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@ -297,13 +297,10 @@ int DoWallBloodDrip(DSWActor* actor)
void SpawnMidSplash(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
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);
nu = actorNew->u();
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 70-RandomRange(20);
actorNew->spr.yrepeat = 70-RandomRange(20);
@ -325,13 +322,10 @@ void SpawnMidSplash(DSWActor* actor)
void SpawnFloorSplash(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
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);
nu = actorNew->u();
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 70-RandomRange(20);
actorNew->spr.yrepeat = 70-RandomRange(20);
@ -534,8 +528,6 @@ int DoBloodSpray(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSpray, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
auto nu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 40-RandomRange(30);
@ -742,8 +734,6 @@ int DoPhosphorus(DSWActor* actor)
auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
auto nu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; // Always full brightness
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
@ -969,8 +959,6 @@ int DoChemBomb(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
auto nu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 40;
@ -1178,7 +1166,7 @@ int DoCaltrops(DSWActor* actor)
int SpawnRadiationCloud(DSWActor* actor)
{
USERp u = actor->u(), nu;
USERp u = actor->u();
if (!MoveSkip4)
return false;
@ -1206,8 +1194,6 @@ int SpawnRadiationCloud(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
nu = actorNew->u();
SetOwner(GetOwner(actor), actorNew);
actorNew->user.WaitTics = 1 * 120;
actorNew->spr.shade = -40;
@ -1635,7 +1621,6 @@ void SpawnFlashBombOnActor(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
auto nu = actorNew->u();
if (u->flameActor != nullptr)
u->flameActor = actorNew;

View file

@ -1196,7 +1196,6 @@ int DoRipperStandHeart(DSWActor* actor)
void RipperHatch(DSWActor* actor)
{
USERp nu;
const int MAX_RIPPERS = 1;
short rip_ang[MAX_RIPPERS];
@ -1214,7 +1213,6 @@ void RipperHatch(DSWActor* actor)
actorNew->spr.ang = rip_ang[i];
actorNew->spr.pal = 0;
SetupRipper(actorNew);
nu = actorNew->u();
// make immediately active
SET(actorNew->user.Flags, SPR_ACTIVE);

View file

@ -1213,8 +1213,6 @@ int DoRipper2StandHeart(DSWActor* actor)
void Ripper2Hatch(DSWActor* actor)
{
USERp nu;
const int MAX_RIPPER2S = 1;
short rip_ang[MAX_RIPPER2S];
@ -1233,7 +1231,6 @@ void Ripper2Hatch(DSWActor* actor)
actorNew->spr.pal = 0;
actorNew->spr.shade = -10;
SetupRipper2(actorNew);
nu = actorNew->u();
// make immediately active
SET(actorNew->user.Flags, SPR_ACTIVE);

View file

@ -4846,8 +4846,6 @@ int KillGet(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
switch (gNet.MultiGameType)
{
case MULTI_GAME_NONE:
@ -4873,8 +4871,6 @@ int KillGet(DSWActor* actor)
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0, 0);
nu = actorNew->u();
actorNew->spr.shade = -20;
actorNew->user.WaitTics = u->WaitTics - 12;
@ -4887,8 +4883,6 @@ int KillGetAmmo(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
switch (gNet.MultiGameType)
{
case MULTI_GAME_NONE:
@ -4922,8 +4916,6 @@ int KillGetAmmo(DSWActor* actor)
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0, 0);
nu = actorNew->u();
actorNew->spr.shade = -20;
actorNew->user.WaitTics = u->WaitTics - 12;
@ -4936,8 +4928,6 @@ int KillGetWeapon(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
switch (gNet.MultiGameType)
{
case MULTI_GAME_NONE:
@ -4979,8 +4969,6 @@ int KillGetWeapon(DSWActor* actor)
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0, 0);
nu = actorNew->u();
actorNew->spr.shade = -20;
actorNew->user.WaitTics = u->WaitTics - 12;
@ -5080,7 +5068,6 @@ int DoGet(DSWActor* actor)
bool can_see;
// For flag stuff
USERp nu;
// Invisiblility is only used for DeathMatch type games
// Sprites stays invisible for a period of time and is un-gettable
@ -5923,7 +5910,6 @@ KeyMain:
actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlag, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0, 0);
nu = actorNew->u();
actorNew->spr.shade = -20;
// Attach flag to player

View file

@ -3932,10 +3932,8 @@ int DoShrapDamage(DSWActor* actor)
int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, int hit_y, int hit_z)
{
auto u = actor->u();
USERp nu;
int i;
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
@ -4098,7 +4096,6 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
{
auto actorNew = SpawnActor(STAT_SKIP4, p->id, p->state, actor->spr.sector(),
hit_x, hit_y, hit_z, hit_ang, 0);
nu = actorNew->u();
switch (actorNew->user.ID)
{
@ -8060,13 +8057,9 @@ int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num)
int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor)
{
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, PLASMA_FOUNTAIN, s_PlasmaFountain, sActor->spr.sector(),
sActor->spr.pos.X, sActor->spr.pos.Y, ActorZOfBottom(sActor), sActor->spr.ang, 0);
nu = actorNew->u();
actorNew->spr.shade = -40;
if (wActor)
SetOwner(GetOwner(wActor), actorNew);
@ -8550,13 +8543,9 @@ int DoGrenade(DSWActor* actor)
// if you haven't bounced or your going slow do some puffs
if (!TEST(u->Flags, SPR_BOUNCE|SPR_UNDERWATER))
{
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
nu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 40;
@ -9317,7 +9306,6 @@ int DoTracerStart(DSWActor* actor)
int DoLaser(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
short spawn_count = 0;
if (SW_SHAREWARE) return false; // JBF: verify
@ -9343,7 +9331,6 @@ int DoLaser(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_LaserPuff, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
nu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 16;
@ -9384,7 +9371,6 @@ int DoLaserStart(DSWActor* actor)
int DoRail(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
short spawn_count = 0;
if (SW_SHAREWARE) return false; // JBF: verify
@ -9436,8 +9422,6 @@ int DoRail(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, &s_RailPuff[0][0], actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 20);
nu = actorNew->u();
actorNew->spr.xvel += (RandomRange(140)-RandomRange(140));
actorNew->spr.yvel += (RandomRange(140)-RandomRange(140));
actorNew->spr.zvel += (RandomRange(140)-RandomRange(140));
@ -9537,13 +9521,9 @@ int DoRocket(DSWActor* actor)
if (!u->Counter)
{
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
pos.X, pos.Y, pos.Z, actor->spr.ang, 100);
nu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 40;
@ -9638,13 +9618,9 @@ int DoMicro(DSWActor* actor)
if (!u->Counter)
{
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100);
nu = actorNew->u();
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 20;
@ -9989,7 +9965,6 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
auto nu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
@ -10051,10 +10026,8 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
int SpawnBreakFlames(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
nu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
@ -10086,11 +10059,9 @@ int SpawnBreakFlames(DSWActor* actor)
void SpawnBreakStaticFlames(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
auto actorNew = SpawnActor(STAT_STATIC_FIRE, FIREBALL_FLAMES, nullptr, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
nu = actorNew->u();
if (RandomRange(1000) > 500)
actorNew->spr.picnum = 3143;
@ -11331,7 +11302,6 @@ int DoMirvMissile(DSWActor* actor)
int DoMirv(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
u->coll = move_missile(actor, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
@ -11358,8 +11328,6 @@ int DoMirv(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, NORM_ANGLE(actor->spr.ang + angs[i]), 800);
nu = actorNew->u();
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_MirvMeteor[0]);
actorNew->user.StateEnd = s_MirvMeteorExp;
@ -11867,7 +11835,6 @@ void InitVulcanBoulder(DSWActor* actor)
int InitSerpRing(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
short ang, ang_diff, ang_start, missiles;
short max_missiles;
@ -11890,7 +11857,6 @@ int InitSerpRing(DSWActor* actor)
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
{
auto actorNew = SpawnActor(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, ang, 0);
nu = actorNew->u();
actorNew->spr.xvel = 500;
SetOwner(actor, actorNew);
@ -12650,7 +12616,7 @@ int InitSumoNapalm(DSWActor* actor)
int InitSumoSkull(DSWActor* actor)
{
USERp u = actor->u(), nu;
USERp u = actor->u();
extern STATE s_SkullExplode[];
extern STATE s_SkullWait[5][1];
@ -12662,8 +12628,6 @@ int InitSumoSkull(DSWActor* actor)
auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
nu = actorNew->u();
actorNew->spr.xvel = 500;
SetOwner(actor, actorNew);
actorNew->spr.shade = -20;
@ -13030,7 +12994,6 @@ int InitStar(PLAYERp pp)
int zvel;
static short dang[] = {-12, 12};
USERp nu;
const int STAR_REPEAT = 26;
const int STAR_HORIZ_ADJ = 100;
@ -14547,7 +14510,6 @@ int InitHornetSting(DSWActor* actor)
int InitSerpSpell(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
int dist;
short i;
@ -14568,8 +14530,6 @@ int InitSerpSpell(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 1500);
nu = actorNew->u();
actorNew->spr.pos.Z = ActorZOfTop(actor);
actorNew->user.RotNum = 5;
@ -14652,7 +14612,6 @@ int SpawnDemonFist(DSWActor* actor)
int InitSerpMonstSpell(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
int dist;
short i;
@ -14675,8 +14634,6 @@ int InitSerpMonstSpell(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 500);
nu = actorNew->u();
actorNew->user.spal = actorNew->spr.pal = 25; // Bright Red
actorNew->spr.pos.Z = ActorZOfTop(actor);
@ -17838,7 +17795,6 @@ int DoWaterSmoke(DSWActor* actor)
int SpawnVehicleSmoke(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
if (MoveSkip2 != 0)
return false;
@ -17846,8 +17802,6 @@ int SpawnVehicleSmoke(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_VehicleSmoke, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
nu = actorNew->u();
actorNew->user.WaitTics = 1*120;
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 64;
@ -17872,13 +17826,10 @@ int SpawnVehicleSmoke(DSWActor* actor)
int SpawnSmokePuff(DSWActor* actor)
{
USER* u = actor->u();
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_WaterSmoke, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
nu = actorNew->u();
actorNew->user.WaitTics = 1*120;
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 64;