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- deleted u variables in sector.cpp
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parent
121ae62108
commit
9f27e05fef
1 changed files with 2 additions and 24 deletions
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@ -829,7 +829,6 @@ int AnimateSwitch(DSWActor* actor, int tgt_value)
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void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh)
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void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh)
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{
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{
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USERp u = actor->u();
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int x,y,z;
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int x,y,z;
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RESET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR);
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RESET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR);
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@ -876,7 +875,7 @@ void DoExplodeSector(short match)
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continue;
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continue;
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if (!actor->hasU())
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if (!actor->hasU())
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/*u = */SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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sectp = actor->spr.sector();
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sectp = actor->spr.sector();
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@ -905,8 +904,6 @@ void DoExplodeSector(short match)
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int DoSpawnSpot(DSWActor* actor)
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int DoSpawnSpot(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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if ((actor->user.WaitTics -= synctics) < 0)
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if ((actor->user.WaitTics -= synctics) < 0)
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{
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{
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change_actor_stat(actor, STAT_SPAWN_SPOT);
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change_actor_stat(actor, STAT_SPAWN_SPOT);
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@ -925,8 +922,6 @@ int DoSpawnSpot(DSWActor* actor)
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// spawns shrap when killing an object
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// spawns shrap when killing an object
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void DoSpawnSpotsForKill(short match)
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void DoSpawnSpotsForKill(short match)
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{
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{
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USERp u;
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if (match < 0)
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if (match < 0)
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return;
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return;
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@ -936,7 +931,6 @@ void DoSpawnSpotsForKill(short match)
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// change the stat num and set the delay correctly to call SpawnShrap
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// change the stat num and set the delay correctly to call SpawnShrap
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if (actor->spr.hitag == SPAWN_SPOT && actor->spr.lotag == match)
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if (actor->spr.hitag == SPAWN_SPOT && actor->spr.lotag == match)
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{
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{
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u = actor->u();
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change_actor_stat(actor, STAT_NO_STATE);
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change_actor_stat(actor, STAT_NO_STATE);
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actor->user.ActorActionFunc = DoSpawnSpot;
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actor->user.ActorActionFunc = DoSpawnSpot;
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actor->user.WaitTics = SP_TAG5(actor) * 15;
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actor->user.WaitTics = SP_TAG5(actor) * 15;
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@ -950,8 +944,6 @@ void DoSpawnSpotsForKill(short match)
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// spawns shrap when damaging an object
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// spawns shrap when damaging an object
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void DoSpawnSpotsForDamage(short match)
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void DoSpawnSpotsForDamage(short match)
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{
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{
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USERp u;
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if (match < 0)
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if (match < 0)
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return;
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return;
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@ -961,7 +953,6 @@ void DoSpawnSpotsForDamage(short match)
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// change the stat num and set the delay correctly to call SpawnShrap
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// change the stat num and set the delay correctly to call SpawnShrap
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if (actor->spr.hitag == SPAWN_SPOT && actor->spr.lotag == match)
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if (actor->spr.hitag == SPAWN_SPOT && actor->spr.lotag == match)
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{
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{
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u = actor->u();
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change_actor_stat(actor, STAT_NO_STATE);
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change_actor_stat(actor, STAT_NO_STATE);
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actor->user.ActorActionFunc = DoSpawnSpot;
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actor->user.ActorActionFunc = DoSpawnSpot;
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actor->user.WaitTics = SP_TAG7(actor) * 15;
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actor->user.WaitTics = SP_TAG7(actor) * 15;
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@ -1376,7 +1367,6 @@ bool ComboSwitchTest(short combo_type, short match)
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// NOTE: switches are always wall sprites
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// NOTE: switches are always wall sprites
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int OperateSprite(DSWActor* actor, short player_is_operating)
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int OperateSprite(DSWActor* actor, short player_is_operating)
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{
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{
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USERp u = actor->u();
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PLAYERp pp = nullptr;
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PLAYERp pp = nullptr;
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short state;
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short state;
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short key_num=0;
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short key_num=0;
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@ -1628,7 +1618,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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{
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{
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change_actor_stat(actor, STAT_NO_STATE);
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change_actor_stat(actor, STAT_NO_STATE);
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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actor->user.ActorActionFunc = DoGrating;
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actor->user.ActorActionFunc = DoGrating;
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@ -1692,13 +1682,9 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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int DoTrapReset(short match)
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int DoTrapReset(short match)
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{
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{
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USERp u;
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SWStatIterator it(STAT_TRAP);
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SWStatIterator it(STAT_TRAP);
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while (auto actor = it.Next())
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while (auto actor = it.Next())
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{
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{
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u = actor->u();
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if (actor->spr.lotag != match)
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if (actor->spr.lotag != match)
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continue;
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continue;
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@ -1719,15 +1705,11 @@ int DoTrapReset(short match)
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int DoTrapMatch(short match)
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int DoTrapMatch(short match)
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{
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{
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USERp u;
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// may need to be reset to fire immediately
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// may need to be reset to fire immediately
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SWStatIterator it(STAT_TRAP);
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SWStatIterator it(STAT_TRAP);
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while (auto actor = it.Next())
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while (auto actor = it.Next())
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{
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{
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u = actor->u();
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if (actor->spr.lotag != match)
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if (actor->spr.lotag != match)
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continue;
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continue;
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@ -1848,15 +1830,12 @@ void OperateTripTrigger(PLAYERp pp)
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{
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{
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int dist;
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int dist;
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int i;
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int i;
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USERp u;
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dist = sectp->hitag;
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dist = sectp->hitag;
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SWStatIterator it(STAT_ENEMY);
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SWStatIterator it(STAT_ENEMY);
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while (auto actor = it.Next())
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while (auto actor = it.Next())
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{
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{
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u = actor->u();
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if (TEST(actor->user.Flags, SPR_WAIT_FOR_TRIGGER))
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if (TEST(actor->user.Flags, SPR_WAIT_FOR_TRIGGER))
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{
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{
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if (Distance(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y) < dist)
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if (Distance(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y) < dist)
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@ -1929,7 +1908,6 @@ short PlayerTakeSectorDamage(PLAYERp pp)
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{
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{
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auto sectu = pp->cursector;
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auto sectu = pp->cursector;
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DSWActor* actor = pp->actor;
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DSWActor* actor = pp->actor;
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USERp u = pp->Actor()->u();
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// the calling routine must make sure sectu exists
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// the calling routine must make sure sectu exists
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if ((actor->user.DamageTics -= synctics) < 0)
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if ((actor->user.DamageTics -= synctics) < 0)
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