- cleanup only.

This commit is contained in:
Christoph Oelckers 2021-10-29 22:42:09 +02:00
parent 9e438b4042
commit 9375a64ccc

View file

@ -630,8 +630,7 @@ int DoActorBeginSlide(DSWActor* actor, short ang, short vel, short dec)
// !AIC - Sliding can occur in different directions from movement of the actor. // !AIC - Sliding can occur in different directions from movement of the actor.
// Has its own set of variables // Has its own set of variables
int int DoActorSlide(DSWActor* actor)
DoActorSlide(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; int SpriteNum = u->SpriteNum;
@ -658,8 +657,7 @@ DoActorSlide(DSWActor* actor)
// !AIC - Actor jumping and falling // !AIC - Actor jumping and falling
int int DoActorBeginJump(DSWActor* actor)
DoActorBeginJump(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; int SpriteNum = u->SpriteNum;
@ -689,12 +687,11 @@ DoActorBeginJump(DSWActor* actor)
return 0; return 0;
} }
int int DoActorJump(DSWActor* actor)
DoActorJump(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = &actor->s();
int jump_adj; int jump_adj;
@ -736,8 +733,7 @@ DoActorJump(DSWActor* actor)
} }
int int DoActorBeginFall(DSWActor* actor)
DoActorBeginFall(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SET(u->Flags, SPR_FALLING); SET(u->Flags, SPR_FALLING);
@ -767,11 +763,10 @@ DoActorBeginFall(DSWActor* actor)
} }
int int DoActorFall(DSWActor* actor)
DoActorFall(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = u->s(); SPRITEp sp = &actor->s();
// adjust jump speed by gravity // adjust jump speed by gravity
u->jump_speed += u->jump_grav * ACTORMOVETICS; u->jump_speed += u->jump_grav * ACTORMOVETICS;
@ -788,12 +783,11 @@ DoActorFall(DSWActor* actor)
return 0; return 0;
} }
int int DoActorStopFall(DSWActor* actor)
DoActorStopFall(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = &actor->s();
sp->z = u->loz; sp->z = u->loz;
@ -840,13 +834,12 @@ DoActorStopFall(DSWActor* actor)
return 0; return 0;
} }
int int DoActorDeathMove(DSWActor* actor)
DoActorDeathMove(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
int SpriteNum = u->SpriteNum; int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = &actor->s();
int nx, ny; int nx, ny;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
@ -871,8 +864,7 @@ DoActorDeathMove(DSWActor* actor)
// !AIC - Jumping a falling for shrapnel and other stuff, not actors. // !AIC - Jumping a falling for shrapnel and other stuff, not actors.
int int DoBeginJump(short SpriteNum)
DoBeginJump(short SpriteNum)
{ {
USERp u = User[SpriteNum].Data(); USERp u = User[SpriteNum].Data();