mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
SW: Comment out unused vars, which would become
used if previously commented out code was uncommented (including a few instances of uninitialized var reads). git-svn-id: https://svn.eduke32.com/eduke32@8686 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/sw/src/brooms.cpp # source/sw/src/cheats.cpp # source/sw/src/draw.cpp # source/sw/src/game.cpp # source/sw/src/jnstub.cpp # source/sw/src/menus.cpp # source/sw/src/rts.cpp # source/sw/src/sector.cpp # source/sw/src/setup.cpp # source/sw/src/sounds.cpp # source/sw/src/weapon.cpp
This commit is contained in:
parent
896de8aa1c
commit
d55871927a
19 changed files with 69 additions and 70 deletions
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@ -383,7 +383,6 @@ DoActorPickClosePlayer(short SpriteNum)
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PLAYERp pp;
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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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SWBOOL ICanSee = FALSE;
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SWBOOL found = FALSE;
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int i,nexti;
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@ -460,7 +459,7 @@ DoActorPickClosePlayer(short SpriteNum)
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DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
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//ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
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//SWBOOL ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
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if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum))
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{
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near_dist = dist;
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@ -84,7 +84,6 @@ PANEL_SPRITEp
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pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int y, short x1, short y1, short x2, short y2)
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{
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PANEL_SPRITEp psp;
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extern SWBOOL DrawBeforeView;
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psp = pSpawnSprite(pp, NULL, pri, x, y);
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@ -104,6 +103,7 @@ pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int
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//SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW | PANF_NOT_ALL_PAGES);
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SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW);
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//extern SWBOOL DrawBeforeView;
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//DrawBeforeView = TRUE;
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//SET(psp->flags, PANF_SCREEN_CLIP | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST);
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@ -1052,10 +1052,10 @@ SWBOOL NullActor(USERp u)
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int HitBreakSprite(short BreakSprite, short type)
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{
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SPRITEp sp;
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SPRITEp bp = &sprite[BreakSprite];
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USERp bu = User[BreakSprite];
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//SPRITEp sp;
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// ignore as a breakable if true
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//if (sp->lotag == TAG_SPRITE_HIT_MATCH)
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// return(FALSE);
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@ -1107,14 +1107,14 @@ void DoWallBreakMatch(short match)
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short i,sectnum;
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int x,y,z;
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WALLp wp;
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short nw,wall_ang;
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short wall_ang;
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for (i=0; i<=numwalls; i++)
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{
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if (wall[i].hitag == match)
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{
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WallBreakPosition(i, §num, &x, &y, &z, &wall_ang);
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//nw = wall[i].point2;
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//short nw = wall[i].point2;
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//wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[i].x, wall[nw].y - wall[i].y)+512);
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wp = &wall[i];
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wp->hitag = 0; // Reset the hitag
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@ -229,12 +229,12 @@ void ClipCheat(PLAYERp pp, const char *)
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void WarpCheat(PLAYERp pp, const char *cheat_string)
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{
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const char *cp = cheat_string;
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int episode_num;
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int level_num;
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cp += sizeof("swtrek")-1;
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level_num = atol(cp);
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//int episode_num;
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//DSPRINTF(ds,"ep %d, lev %d",episode_num, level_num);
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//MONO_PRINT(ds);
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@ -419,7 +419,6 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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short wpn_cnt;
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short depth = 0;
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extern short TotalKillable;
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extern SWBOOL DebugSecret;
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switch (u->ID)
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{
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@ -441,6 +440,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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{
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TotalKillable++;
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#if DEBUG
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extern SWBOOL DebugSecret;
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if (DebugSecret)
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{
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sprintf(ds,"COUNTED: spnum %d, pic %d, x %d, y %d",SpriteNum,sp->picnum,sp->x,sp->y);
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@ -1508,7 +1508,6 @@ void CheatResChange(void)
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void DrawCheckKeys(PLAYERp pp)
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{
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extern SWBOOL ResCheat;
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extern SWBOOL PauseKeySet;
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if (ResCheat)
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{
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@ -1710,8 +1709,6 @@ void
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PostDraw(void)
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{
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short i, nexti;
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short sectnum,statnum;
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SPRITEp sp;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_FLOOR_SLOPE_DONT_DRAW], i, nexti)
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{
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@ -1727,9 +1724,9 @@ PostDraw(void)
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}
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#if DEBUG
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sp = &sprite[i];
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statnum = sp->statnum;
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sectnum = sp->sectnum;
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SPRITEp sp = &sprite[i];
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short statnum = sp->statnum;
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short sectnum = sp->sectnum;
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memset(sp, 0xCC, sizeof(SPRITE));
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sp->statnum = statnum;
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sp->sectnum = sectnum;
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@ -1601,9 +1601,6 @@ void SybexScreen(void)
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void
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TitleLevel(void)
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{
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int fin;
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unsigned char backup_pal[256*3];
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unsigned char pal[PAL_SIZE];
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char tempbuf[256];
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char *palook_bak = palookup[0];
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int i;
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@ -729,13 +729,13 @@ void InventoryKeys(PLAYERp pp)
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void InvBorderRefresh(PLAYERp pp)
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{
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int x,y;
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// int x,y;
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if (pp != Player + myconnectindex)
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return;
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x = InventoryBarXpos[gs.BorderNum];
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y = InventoryBarYpos[gs.BorderNum];
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// x = InventoryBarXpos[gs.BorderNum];
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// y = InventoryBarYpos[gs.BorderNum];
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SetRedrawScreen(pp);
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//BorderRefreshClip(pp, x-5, y-5, x + (MAX_INVENTORY * INVENTORY_ICON_WIDTH), y + 24);
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@ -258,7 +258,6 @@ JS_SpriteSetup(void)
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for (i = 0; i < numwalls; i++)
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{
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short picnum;
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short sndnum;
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picnum = wall[i].picnum;
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@ -282,6 +281,7 @@ JS_SpriteSetup(void)
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}
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#if 0
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short sndnum;
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if ((sndnum = CheckTileSound(picnum)) != -1)
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{
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SpawnWallSound(sndnum, i);
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@ -535,7 +535,6 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
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int tposx, tposy; // Camera
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int *longptr;
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fix16_t tang;
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char tvisibility;
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// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
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// drift!
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@ -622,6 +621,7 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
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ASSERT(sp);
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// char tvisibility;
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// tvisibility = g_visibility;
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// g_visibility <<= 1; // Make mirror darker
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@ -1819,7 +1819,7 @@ PlayerInitCaltrops(PLAYERp pp)
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SPRITEp wp;
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int nx, ny, nz;
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short w;
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short oclipdist, i;
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short oclipdist;
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PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
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@ -1832,7 +1832,7 @@ PlayerInitCaltrops(PLAYERp pp)
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nz = pp->posz + pp->bob_z + Z(8);
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// Throw out several caltrops
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// for(i=0;i<3;i++)
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// for(short i=0;i<3;i++)
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// {
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// Spawn a shot
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// Inserting and setting up variables
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@ -514,8 +514,6 @@ SpikeFloor(SECTOR_OBJECTp sop)
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{
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int mx, my;
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int floorz;
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SECTORp *sectp;
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int j;
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int x,y;
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// z direction
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@ -553,6 +551,8 @@ SpikeFloor(SECTOR_OBJECTp sop)
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SOBJ_AlignFloorToPoint(sop, mx, my, floorz + sop->morph_z);
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#if 0
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SECTORp *sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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if (SectUser[*sectp - sector] &&
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@ -430,7 +430,7 @@ SW_SendMessage(short pnum, const char *text)
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void
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InitNetPlayerOptions(void)
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{
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short pnum;
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// short pnum;
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PLAYERp pp = Player + myconnectindex;
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PACKET_OPTIONS p;
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@ -463,7 +463,7 @@ InitNetPlayerOptions(void)
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void
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SendMulitNameChange(char *new_name)
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{
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short pnum;
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// short pnum;
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PLAYERp pp = Player + myconnectindex;
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PACKET_NAME_CHANGE p;
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@ -490,7 +490,7 @@ SendMulitNameChange(char *new_name)
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void
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SendVersion(int version)
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{
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short pnum;
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// short pnum;
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PLAYERp pp = Player + myconnectindex;
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PACKET_VERSION p;
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@ -633,7 +633,7 @@ waitforeverybody(void)
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// allow exit
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//if (inputState.GetKeyStatus(KEYSC_ESC))
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{
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short pnum;
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// short pnum;
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//TRAVERSE_CONNECT(pnum)
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{
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//if (pnum != myconnectindex)
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@ -2988,7 +2988,6 @@ void
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SpawnShotgunShell(PANEL_SPRITEp psp)
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{
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PLAYERp pp = psp->PlayerP;
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PANEL_SPRITEp shell;
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SpawnShell(pp->PlayerSprite,-4);
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@ -3001,6 +3000,7 @@ SpawnShotgunShell(PANEL_SPRITEp psp)
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PANEL_STATEp state[2];
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} PANEL_SHRAP, *PANEL_SHRAPp;
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PANEL_SPRITEp shell;
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static PANEL_SHRAP ShellShrap[] =
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{
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@ -5613,7 +5613,7 @@ InitWeaponGrenade(PLAYERp pp)
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void
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pGrenadeRecoilDown(PANEL_SPRITEp psp)
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{
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short picnum = psp->picndx;
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// short picnum = psp->picndx;
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int x = FIXED(psp->x, psp->xfract);
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int y = FIXED(psp->y, psp->yfract);
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@ -6611,7 +6611,8 @@ pFistPresent(PANEL_SPRITEp psp)
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void
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pFistSlide(PANEL_SPRITEp psp)
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{
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int nx, ny;
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// int nx;
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int ny;
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short vel_adj;
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//nx = FIXED(psp->x, psp->xfract);
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@ -6741,7 +6742,8 @@ pFistSlideDown(PANEL_SPRITEp psp)
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void
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pFistSlideR(PANEL_SPRITEp psp)
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{
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int nx, ny;
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// int nx
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int ny;
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short vel_adj;
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//nx = FIXED(psp->x, psp->xfract);
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@ -1312,7 +1312,7 @@ void
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DoPlayerTeleportPause(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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SPRITEp sp = pp->SpriteP;
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// SPRITEp sp = pp->SpriteP;
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// set this so we don't get stuck in teleporting loop
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pp->lastcursectnum = pp->cursectnum;
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@ -3772,7 +3772,7 @@ DoPlayerFall(PLAYERp pp)
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void
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DoPlayerBeginClimb(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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// USERp u = User[pp->PlayerSprite];
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SPRITEp sp = pp->SpriteP;
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RESET(pp->Flags, PF_JUMPING|PF_FALLING);
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@ -4303,7 +4303,7 @@ DoPlayerCrawl(PLAYERp pp)
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void
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DoPlayerBeginFly(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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// USERp u = User[pp->PlayerSprite];
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RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
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SET(pp->Flags, PF_FLYING);
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@ -6390,8 +6390,6 @@ DoPlayerBeginDie(PLAYERp pp)
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DoPlayerDeathDrown,
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};
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short random;
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#define PLAYER_DEATH_TILT_VALUE (32)
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#define PLAYER_DEATH_HORIZ_UP_VALUE (165)
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#define PLAYER_DEATH_HORIZ_JUMP_VALUE (150)
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@ -6434,6 +6432,8 @@ DoPlayerBeginDie(PLAYERp pp)
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RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
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#if 0
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short random;
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// get tilt value
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random = RANDOM_P2(1024);
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if (random < 128)
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domovethings(void)
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{
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extern SWBOOL DebugAnim;
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#if DEBUG
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extern SWBOOL DebugPanel;
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#endif
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extern SWBOOL DebugSector;
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extern SWBOOL DebugActorFreeze;
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extern SWBOOL ResCheat;
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extern int PlayClock;
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short i, pnum;
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extern SWBOOL GamePaused;
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@ -7886,6 +7887,7 @@ domovethings(void)
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#if 0 // has been moved to draw code
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extern SWBOOL ResCheat;
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if (ResCheat)
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{
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ResCheat = FALSE;
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@ -7934,7 +7936,6 @@ domovethings(void)
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extern short screenpeek;
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extern SWBOOL PlayerTrackingMode;
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extern PLAYERp GlobPlayerP;
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extern SWBOOL ScrollMode2D;
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pp = Player + pnum;
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GlobPlayerP = pp;
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@ -7962,6 +7963,7 @@ domovethings(void)
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DoPlayerSectorUpdatePreMove(pp);
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ChopsCheck(pp);
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// extern SWBOOL ScrollMode2D;
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//if (!ScrollMode2D)
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if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
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@ -646,10 +646,10 @@ SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid)
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void
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DoSpringBoard(PLAYERp pp, short sectnum)
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{
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int sb;
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int i;
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#if 0
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int sb;
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int i;
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i = AnimGetGoal(§or[sectnum].floorz);
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// if in motion return
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@ -1408,7 +1408,6 @@ WeaponExplodeSectorInRange(short weapon)
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SPRITEp sp;
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int dist;
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int radius;
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short match;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPRITE_HIT_MATCH], i, nexti)
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{
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@ -1428,10 +1427,11 @@ WeaponExplodeSectorInRange(short weapon)
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if (!FAFcansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum))
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continue;
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#if 0
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// short match;
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match = sp->hitag;
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// this and every other crack sprite of this type is now dead
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// don't use them
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#if 0
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KillMatchingCrackSprites(match);
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DoExplodeSector(match);
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DoMatchEverything(NULL, match, -1);
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@ -2927,11 +2927,11 @@ DoAnim(int numtics)
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void
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AnimClear(void)
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{
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int i;
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#if 1
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AnimCnt = 0;
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#else
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int i;
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for (i = AnimCnt - 1; i >= 0; i--)
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{
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||||
if (Anim[i].extra)
|
||||
|
|
|
@ -1018,9 +1018,7 @@ SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int
|
|||
void
|
||||
PicAnimOff(short picnum)
|
||||
{
|
||||
int i;
|
||||
short anim_type = TEST(picanm[picnum].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT;
|
||||
short num;
|
||||
|
||||
ASSERT(picnum >= 0 && picnum < MAXTILES);
|
||||
|
||||
|
@ -1028,6 +1026,8 @@ PicAnimOff(short picnum)
|
|||
return;
|
||||
|
||||
/*
|
||||
int i;
|
||||
short num;
|
||||
num = picanm[picnum].num;
|
||||
ASSERT(num < 20);
|
||||
|
||||
|
@ -7444,7 +7444,7 @@ move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int
|
|||
|
||||
if (retval) // ran into a white wall
|
||||
{
|
||||
int new_loz,new_hiz;
|
||||
//int new_loz,new_hiz;
|
||||
|
||||
// back up and try to clip UP
|
||||
//dasectnum = lastsectnum = sp->sectnum;
|
||||
|
|
|
@ -131,7 +131,6 @@ EnemySync(void)
|
|||
unsigned short crc = 0;
|
||||
short j, nextj;
|
||||
SPRITEp spr;
|
||||
extern char DemoTmpName[];
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], j, nextj)
|
||||
{
|
||||
|
@ -143,6 +142,7 @@ EnemySync(void)
|
|||
}
|
||||
|
||||
#if 0
|
||||
extern char DemoTmpName[];
|
||||
//DSPRINTF(ds, "Demo Tmp Name %s", DemoTmpName);
|
||||
MONO_PRINT(ds);
|
||||
|
||||
|
|
|
@ -729,8 +729,6 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
SWBOOL FoundOutsideLoop = FALSE;
|
||||
SWBOOL SectorInBounds;
|
||||
SECTORp *sectp;
|
||||
PLAYERp pp;
|
||||
short pnum;
|
||||
USERp u = User[sop->sp_child - sprite];
|
||||
|
||||
static unsigned char StatList[] =
|
||||
|
@ -782,6 +780,8 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
|
||||
#if 0
|
||||
// look for players on sector object
|
||||
PLAYERp pp;
|
||||
short pnum;
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
{
|
||||
pp = &Player[pnum];
|
||||
|
|
|
@ -3476,13 +3476,13 @@ AutoShrap:
|
|||
short spnum;
|
||||
short size;
|
||||
SPRITEp ep;
|
||||
USERp eu;
|
||||
// USERp eu;
|
||||
|
||||
spnum = SpawnLargeExp(ParentNum);
|
||||
ASSERT(spnum >= 0);
|
||||
//spnum = SpawnSectorExp(ParentNum);
|
||||
ep = &sprite[spnum];
|
||||
eu = User[spnum];
|
||||
// eu = User[spnum];
|
||||
|
||||
//eu->xchange = MOVEx(92, ep->ang);
|
||||
//eu->ychange = MOVEy(92, ep->ang);
|
||||
|
@ -3498,13 +3498,13 @@ AutoShrap:
|
|||
short spnum;
|
||||
short size;
|
||||
SPRITEp ep;
|
||||
USERp eu;
|
||||
// USERp eu;
|
||||
|
||||
//spnum = SpawnSectorExp(ParentNum);
|
||||
spnum = SpawnLargeExp(ParentNum);
|
||||
ASSERT(spnum >= 0);
|
||||
ep = &sprite[spnum];
|
||||
eu = User[spnum];
|
||||
// eu = User[spnum];
|
||||
|
||||
//eu->xchange = MOVEx(92, ep->ang);
|
||||
//eu->ychange = MOVEy(92, ep->ang);
|
||||
|
@ -11540,7 +11540,6 @@ SpawnGrenadeExp(int16_t Weapon)
|
|||
SPRITEp exp;
|
||||
USERp eu;
|
||||
short explosion;
|
||||
short ang;
|
||||
int dx,dy,dz;
|
||||
|
||||
ASSERT(u);
|
||||
|
@ -11598,6 +11597,7 @@ SpawnGrenadeExp(int16_t Weapon)
|
|||
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 0);
|
||||
|
||||
#if 0
|
||||
short ang;
|
||||
ang = RANDOM_P2(2048);
|
||||
SpawnGrenadeSecondaryExp(explosion, ang);
|
||||
ang = ang + 512 + RANDOM_P2(256);
|
||||
|
@ -12578,13 +12578,13 @@ DoMirv(int16_t Weapon)
|
|||
SPRITEp sp = &sprite[Weapon], np;
|
||||
USERp u = User[Weapon], nu;
|
||||
short New;
|
||||
int ox, oy, oz;
|
||||
// int ox, oy, oz;
|
||||
|
||||
u = User[Weapon];
|
||||
|
||||
ox = sp->x;
|
||||
oy = sp->y;
|
||||
oz = sp->z;
|
||||
// ox = sp->x;
|
||||
// oy = sp->y;
|
||||
// oz = sp->z;
|
||||
|
||||
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||
|
||||
|
@ -16602,7 +16602,8 @@ InitEnemyRail(short SpriteNum)
|
|||
SPRITEp wp;
|
||||
int nx, ny, nz, dist, nang;
|
||||
short w;
|
||||
short oclipdist,pnum=0;
|
||||
short pnum=0;
|
||||
// short oclipdist;
|
||||
|
||||
if (SW_SHAREWARE) return FALSE; // JBF: verify
|
||||
|
||||
|
@ -17350,8 +17351,9 @@ int
|
|||
InitSpearTrap(short SpriteNum)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum], wp;
|
||||
USERp u = User[SpriteNum], wu;
|
||||
int nx, ny, nz, dist;
|
||||
USERp wu;
|
||||
//USERp u = User[SpriteNum];
|
||||
int nx, ny, nz;
|
||||
short w;
|
||||
//short nang;
|
||||
|
||||
|
@ -17386,7 +17388,7 @@ InitSpearTrap(short SpriteNum)
|
|||
//MissileSetPos(w, DoStar, 400);
|
||||
|
||||
// find the distance to the target (player)
|
||||
//dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
|
||||
//int dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
|
||||
|
||||
//if (dist != 0)
|
||||
//wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
|
||||
|
@ -17610,7 +17612,7 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in
|
|||
SPRITEp hsp = &sprite[hit_sprite];
|
||||
USERp hu = User[hit_sprite];
|
||||
SPRITEp wp;
|
||||
USERp wu;
|
||||
// USERp wu;
|
||||
short New;
|
||||
short id;
|
||||
|
||||
|
@ -17631,7 +17633,7 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in
|
|||
|
||||
New = SpawnSprite(STAT_MISSILE, id, s_UziSmoke, 0, hit_x, hit_y, hit_z, sp->ang, 0);
|
||||
wp = &sprite[New];
|
||||
wu = User[New];
|
||||
// wu = User[New];
|
||||
wp->shade = -40;
|
||||
|
||||
if (hu->PlayerP)
|
||||
|
@ -17695,7 +17697,6 @@ int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_
|
|||
{
|
||||
short w,nw,wall_ang;
|
||||
short SpriteNum;
|
||||
int nx,ny;
|
||||
SPRITEp sp;
|
||||
|
||||
SpriteNum = COVERinsertsprite(hit_sect, STAT_DEFAULT);
|
||||
|
@ -17718,6 +17719,7 @@ int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_
|
|||
|
||||
sp->ang = NORM_ANGLE(wall_ang + 1024);
|
||||
|
||||
// int nx,ny;
|
||||
//nx = (sintable[(512 + Player[0].pang) & 2047] >> 7);
|
||||
//ny = (sintable[Player[0].pang] >> 7);
|
||||
//sp->x -= nx;
|
||||
|
@ -19247,7 +19249,6 @@ InitGrenade(PLAYERp pp)
|
|||
int nx, ny, nz;
|
||||
short w;
|
||||
short oclipdist;
|
||||
int dist;
|
||||
int zvel;
|
||||
SWBOOL auto_aim = FALSE;
|
||||
|
||||
|
@ -19322,6 +19323,7 @@ InitGrenade(PLAYERp pp)
|
|||
|
||||
pp->SpriteP->clipdist = oclipdist;
|
||||
|
||||
// int dist;
|
||||
//dist = FindDistance2D(pp->xvect, pp->yvect)>>12;
|
||||
//dist = dist - (dist/2);
|
||||
|
||||
|
|
Loading…
Reference in a new issue