From cc161fe66aa1ddecee202d0d41ca76d64a856228 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 26 Dec 2021 01:32:40 +0100 Subject: [PATCH] - deleted u variables in track.cpp --- source/games/sw/src/track.cpp | 33 ++++----------------------------- 1 file changed, 4 insertions(+), 29 deletions(-) diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 5722f8395..d820a67d0 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -115,8 +115,6 @@ point to the sprite. short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* track_point_num, int* track_dir) { - USERp u = actor->u(); - int dist, near_dist = 999999, zdiff; int i; @@ -276,8 +274,6 @@ void NextTrackPoint(SECTOR_OBJECTp sop) void NextActorTrackPoint(DSWActor* actor) { - USERp u = actor->u(); - actor->user.point += actor->user.track_dir; if (actor->user.point > Track[actor->user.track].NumPoints - 1) @@ -967,7 +963,6 @@ void SetupSectorObject(sectortype* sectp, short tag) SECTOR_OBJECTp sop; int object_num; short j; - USERp u; tag -= (TAG_OBJECT_CENTER - 1); @@ -1458,7 +1453,6 @@ void PlaceSectorObjectsOnTracks(void) void PlaceActorsOnTracks(void) { short j, tag; - USERp u; TRACK_POINTp tpoint = nullptr; // place each actor on the track @@ -1467,8 +1461,6 @@ void PlaceActorsOnTracks(void) { int low_dist = 999999, dist; - u = actor->u(); - tag = actor->spr.lotag; if (tag < TAG_ACTOR_TRACK_BEGIN || tag > TAG_ACTOR_TRACK_END) @@ -1600,7 +1592,6 @@ void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny) int pnum; PLAYERp pp; SECTORp *sectp; - USERp u; int i, rot_ang; bool PlayerMove = true; @@ -1697,10 +1688,9 @@ PlayerPart: { DSWActor* actor = sop->so_actors[i]; if (!actor) continue; - u = actor->u(); // if its a player sprite || NOT attached - if (!u || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED)) + if (!actor->hasU() || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED)) continue; // move the player @@ -1917,15 +1907,13 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic) void KillSectorObjectSprites(SECTOR_OBJECTp sop) { - USERp u; int i; for (i = 0; sop->so_actors[i] != nullptr; i++) { DSWActor* actor = sop->so_actors[i]; if (!actor) continue; - u = actor->u(); - + // not a part of the so anymore RESET(actor->user.Flags, SPR_SO_ATTACHED); @@ -2098,7 +2086,6 @@ void MoveZ(SECTOR_OBJECTp sop) void CallbackSOsink(ANIMp ap, void *data) { SECTOR_OBJECTp sop; - USERp u; int i, ndx; bool found = false; int tgt_depth; @@ -2155,9 +2142,7 @@ void CallbackSOsink(ANIMp ap, void *data) SWSectIterator it(destsect); while (auto actor = it.Next()) { - u = actor->u(); - - if (!u || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED)) + if (!actor->hasU() || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED)) continue; // move sprite WAY down in water @@ -2659,8 +2644,6 @@ void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator) SWSectIterator it(*sectp); while (auto actor = it.Next()) { - USERp u = actor->u(); - switch (actor->spr.hitag) { @@ -2778,12 +2761,11 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop) DSWActor* actor = sop->sp_child; if (!actor) return; - USERp u = actor->u(); short delta_ang; int diff; short i; - if ((sop->max_damage != -9999 && sop->max_damage <= 0) || !u) + if ((sop->max_damage != -9999 && sop->max_damage <= 0) || !actor->hasU()) return; @@ -2871,8 +2853,6 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop) void DoActorHitTrackEndPoint(DSWActor* actor) { - auto u = actor->u(); - RESET(Track[actor->user.track].flags, TF_TRACK_OCCUPIED); // jump the current track & determine if you should go to another @@ -2917,8 +2897,6 @@ void DoActorHitTrackEndPoint(DSWActor* actor) void ActorLeaveTrack(DSWActor* actor) { - USERp u = actor->u(); - if (actor->user.track == -1) return; @@ -2929,8 +2907,6 @@ void ActorLeaveTrack(DSWActor* actor) bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) { - USERp u = actor->u(); - switch (tpoint->tag_low) { case TRACK_START: @@ -3447,7 +3423,6 @@ present time. int ActorFollowTrack(DSWActor* actor, short locktics) { - USERp u = actor->u(); PLAYERp pp; TRACK_POINTp tpoint;