diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 48125a165..9792c6549 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -9973,7 +9973,6 @@ int SpawnCoolieExp(DSWActor* actor) USER* u = actor->u(); USERp eu; - SPRITEp exp; int zh,nx,ny; ASSERT(u); @@ -10195,7 +10194,6 @@ void SpawnBreakStaticFlames(DSWActor* actor) void SpawnFireballExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; ASSERT(u); @@ -10233,7 +10231,6 @@ void SpawnFireballExp(DSWActor* actor) void SpawnGoroFireballExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; ASSERT(u); @@ -10267,7 +10264,6 @@ void SpawnGoroFireballExp(DSWActor* actor) void SpawnBoltExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; ASSERT(u); @@ -10279,7 +10275,6 @@ void SpawnBoltExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_BoltExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10324,7 +10319,6 @@ int SpawnBunnyExp(DSWActor* actor) void SpawnTankShellExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; ASSERT(u); @@ -10336,7 +10330,6 @@ void SpawnTankShellExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, TANK_SHELL_EXP, s_TankShellExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10359,14 +10352,13 @@ void SpawnTankShellExp(DSWActor* actor) void SpawnNuclearSecondaryExp(DSWActor* actor, short ang) { USERp u = actor->u(); - SPRITEp exp; USERp eu; ASSERT(u); auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 512); - exp = &expActor->s(); + eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10401,7 +10393,6 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang) void SpawnNuclearExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; short ang=0; PLAYERp pp = nullptr; @@ -10430,7 +10421,6 @@ void SpawnNuclearExp(DSWActor* actor) // Spawn big mushroom cloud auto expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_NukeMushroom, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10449,7 +10439,6 @@ void SpawnNuclearExp(DSWActor* actor) // Do central explosion expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_GrenadeExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); SetOwner(own, expActor); @@ -10486,7 +10475,6 @@ void SpawnNuclearExp(DSWActor* actor) void SpawnTracerExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; DSWActor* expActor; @@ -10501,7 +10489,6 @@ void SpawnTracerExp(DSWActor* actor) expActor = SpawnActor(STAT_MISSILE, TRACER_EXP, s_TracerExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10527,7 +10514,6 @@ void SpawnTracerExp(DSWActor* actor) void SpawnMicroExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; ASSERT(u); @@ -10536,7 +10522,6 @@ void SpawnMicroExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_MicroExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10595,7 +10580,6 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop) void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, bool smallflames) { USERp u; - SPRITEp exp; USERp eu; unsigned sn; @@ -10603,7 +10587,6 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_BigGunFlame, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10662,14 +10645,12 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang) { USERp u = actor->u(); - SPRITEp exp; USERp eu; int vel; ASSERT(u); auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeSmallExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 1024); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10711,7 +10692,6 @@ int SpawnGrenadeSmallExp(DSWActor* actor) void SpawnGrenadeExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; int dx,dy,dz; @@ -10744,7 +10724,6 @@ void SpawnGrenadeExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->spr.sector(), dx, dy, dz, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10775,7 +10754,6 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l USERp u = actor->u(); USERp eu = expActor->u(); int tos_z, bos_z; - auto exp = &expActor->s(); ASSERT(eu); @@ -10820,7 +10798,6 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l void SpawnMineExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; ASSERT(u); @@ -10833,7 +10810,6 @@ void SpawnMineExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, MINE_EXP, s_MineExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10876,7 +10852,6 @@ int DoSectorExp(DSWActor* actor) DSWActor* SpawnSectorExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; short explosion; @@ -10889,7 +10864,6 @@ DSWActor* SpawnSectorExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10910,7 +10884,6 @@ DSWActor* SpawnSectorExp(DSWActor* actor) // called from SpawnShrap DSWActor* SpawnLargeExp(DSWActor* actor) { - SPRITEp exp; USERp eu; PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); @@ -10918,7 +10891,6 @@ DSWActor* SpawnLargeExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10942,7 +10914,6 @@ DSWActor* SpawnLargeExp(DSWActor* actor) void SpawnMeteorExp(DSWActor* actor) { USERp u = actor->u(); - SPRITEp exp; USERp eu; DSWActor* expActor; @@ -10962,7 +10933,6 @@ void SpawnMeteorExp(DSWActor* actor) actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); } - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -10987,7 +10957,6 @@ void SpawnMeteorExp(DSWActor* actor) void SpawnLittleExp(DSWActor* actor) { - SPRITEp exp; USERp eu; short explosion; @@ -10995,7 +10964,6 @@ void SpawnLittleExp(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_SectorExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -11183,7 +11151,6 @@ int DoFindGroundPoint(DSWActor* actor) int DoNapalm(DSWActor* actor) { USER* u = actor->u(); - SPRITEp exp; int ox, oy, oz; @@ -11245,7 +11212,6 @@ int DoNapalm(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness @@ -14834,7 +14800,6 @@ int InitSerpSpell(DSWActor* actor) int SpawnDemonFist(DSWActor* actor) { USER* u = actor->u(); - SPRITEp exp; USERp eu; if (TEST(u->Flags, SPR_SUICIDE)) @@ -14843,7 +14808,6 @@ int SpawnDemonFist(DSWActor* actor) auto expActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0); - exp = &expActor->s(); eu = expActor->u(); expActor->spr.hitag = LUMINOUS; //Always full brightness