- deleted u variables in ninja.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 22:25:17 +01:00
parent 8ab8d219b3
commit d14907e847

View file

@ -1817,7 +1817,6 @@ ACTOR_ACTION_SET PlayerNinjaActionSet =
int SetupNinja(DSWActor* actor)
{
USERp u;
ANIMATOR DoActorDecide;
short pic = actor->spr.picnum;
@ -1825,14 +1824,9 @@ int SetupNinja(DSWActor* actor)
int RedNinjaHealth = MinEnemySkill <= Skill ? HEALTH_RED_NINJA : HEALTH_NINJA;
if (Skill < MinEnemySkill - 1) actor->spr.pal = 0;
if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{
u = actor->u();
ASSERT(u);
}
else
{
u = SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]);
SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]);
actor->user.Health = HEALTH_NINJA;
}
@ -1937,8 +1931,6 @@ int SetupNinja(DSWActor* actor)
int DoNinjaHariKari(DSWActor* actor)
{
USER* u = actor->u();
UpdateSinglePlayKills(actor);
change_actor_stat(actor, STAT_DEAD_ACTOR);
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -1964,8 +1956,6 @@ int DoNinjaHariKari(DSWActor* actor)
int DoNinjaGrabThroat(DSWActor* actor)
{
USER* u = actor->u();
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
{
UpdateSinglePlayKills(actor);
@ -2001,8 +1991,6 @@ int DoNinjaGrabThroat(DSWActor* actor)
int DoNinjaMove(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(actor->user.Flags2, SPR2_DYING))
{
if (sw_ninjahack)
@ -2047,7 +2035,6 @@ int DoNinjaMove(DSWActor* actor)
int NinjaJumpActionFunc(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
// Move while jumping
@ -2077,8 +2064,6 @@ int NinjaJumpActionFunc(DSWActor* actor)
int NullNinja(DSWActor* actor)
{
USER* u = actor->u();
if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS;
if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
@ -2095,8 +2080,6 @@ int NullNinja(DSWActor* actor)
int DoNinjaPain(DSWActor* actor)
{
USER* u = actor->u();
NullNinja(actor);
if (TEST(actor->user.Flags2, SPR2_DYING))
@ -2116,8 +2099,6 @@ int DoNinjaPain(DSWActor* actor)
int DoNinjaSpecial(DSWActor* actor)
{
USER* u = actor->u();
if (actor->user.spal == PALETTE_PLAYER5)
{
RESET(actor->spr.cstat,CSTAT_SPRITE_TRANSLUCENT);
@ -2161,7 +2142,6 @@ void InitAllPlayerSprites(void)
void PlayerLevelReset(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
if (gNet.MultiGameType == MULTI_GAME_COMMBAT)
{
@ -2201,7 +2181,6 @@ void PlayerLevelReset(PLAYERp pp)
void PlayerDeathReset(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
if (TEST(pp->Flags, PF_DIVING))
DoPlayerStopDiveNoWarp(pp);
@ -2284,7 +2263,6 @@ void PlayerPanelSetup(void)
void PlayerGameReset(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0;
@ -2343,7 +2321,6 @@ extern ACTOR_ACTION_SET PlayerNinjaActionSet;
void InitPlayerSprite(PLAYERp pp)
{
USERp u;
int pnum = int(pp - Player);
extern bool NewGame;
@ -2359,8 +2336,6 @@ void InitPlayerSprite(PLAYERp pp)
SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
u = actor->u();
// Grouping items that need to be reset after a LoadLevel
ChangeState(actor, s_NinjaRun[0]);
actor->user.Rot = sg_NinjaRun;
@ -2416,7 +2391,6 @@ void InitPlayerSprite(PLAYERp pp)
void SpawnPlayerUnderSprite(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u;
int pnum = int(pp - Player);
@ -2424,7 +2398,6 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
DSWActor* actor = pp->PlayerUnderActor;
u = actor->u();
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);