- deleted all exp variables from weapon.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-24 19:25:24 +01:00
parent b5261b9fe1
commit e1fdb6b7bf

View file

@ -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