- cleaned out Bunny_Count declarations.

One is enough.
This commit is contained in:
Christoph Oelckers 2021-11-28 08:40:41 +01:00
parent 2d806d415a
commit b73ea76c18
4 changed files with 2 additions and 12 deletions

View file

@ -38,7 +38,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
short Bunny_Count = 0;
int Bunny_Count = 0;
ANIMATOR DoActorMoveJump;
ANIMATOR DoBunnyMoveJump;
ANIMATOR DoBunnyQuickJump;
@ -740,18 +740,10 @@ int SetupBunny(DSWActor* actor)
}
Bunny_Count++;
//if(Bunny_Count > 20)
// {
// KillActor(actor);
// Bunny_Count--;
// return(0);
// }
ChangeState(actor, s_BunnyRun[0]);
u->StateEnd = s_BunnyDie;
u->Rot = sg_BunnyRun;
//sp->xrepeat = 64;
//sp->yrepeat = 64;
u->ShellNum = 0; // Not Pregnant right now
u->FlagOwner = 0;

View file

@ -2145,7 +2145,7 @@ extern bool left_foot;
extern bool bosswasseen[3];
extern DSWActor* BossSpriteNum[3];
extern int ChopTics;
extern short Bunny_Count;
extern int Bunny_Count;
#define ANIM_SERP 1

View file

@ -69,7 +69,6 @@ TO DO
void InitLevelGlobals(void);
extern int lastUpdate;
extern short Bunny_Count;
extern bool NewGame;
extern int GodMode;
extern int FinishTimer;

View file

@ -4856,7 +4856,6 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
break;
case BUNNY_RUN_R0:
{
extern short Bunny_Count;
Bunny_Count--; // Bunny died, decrease the population
}
break;