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