diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index c245e7cd5..b5b9cdf78 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -370,7 +370,7 @@ int DoSpike(DSWActor* actor) SetSpikeInactive(SpriteNum); - // set owner swith back to OFF + // set Owner swith back to OFF // only if ALL spikes are inactive if (!TestSpikeMatchActive(match)) { diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 2bb2c5ecf..6e21b8a07 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -752,7 +752,7 @@ void KillSprite(int16_t SpriteNum) if (TEST(u->Flags2, SPR2_CHILDREN)) //if (TEST(sp->extra, SPRX_CHILDREN)) { - // check for children and allert them that the owner is dead + // check for children and alert them that the Owner is dead // don't bother th check if you've never had children for (stat = 0; stat < STAT_DONT_DRAW; stat++) { diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 642a37474..536f92dad 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -723,7 +723,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) { int xlow, ylow, xhigh, yhigh; - int sp_num, startwall, endwall; + int startwall, endwall; int i, k, j; SPRITEp BoundSprite; bool FoundOutsideLoop = false; diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index 67c0d70e9..7abe53d9b 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -484,7 +484,7 @@ int DoVator(DSWActor* actor) RESET_BOOL8(sp); SetVatorInactive(SpriteNum); - // set owner swith back to OFF + // set Owner swith back to OFF // only if ALL vators are inactive if (!TestVatorMatchActive(match)) { diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index a60c552eb..f08ab01a2 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4537,8 +4537,7 @@ WeaponMoveHit(short SpriteNum) if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY)) { - // make sure you didn't hit the owner of the missile - //if (sp->owner != -1 && hit_sprite != sp->owner) + // make sure you didn't hit the Owner of the missile if (hit_sprite != sp->owner) { if (u->ID == STAR1) @@ -4717,7 +4716,7 @@ DoFireballFlames(DSWActor* actor) SPRITEp sp = &sprite[SpriteNum],ap; bool jumping = false; - // if no owner then stay where you are + // if no Owner then stay where you are if (u->attachActor != nullptr) { ap = &u->attachActor->s(); @@ -5478,8 +5477,6 @@ ActorStdMissile(short SpriteNum, short Weapon) // Only if hes still alive if (wp->owner >= 0) { -// Commented out line will make actors attack each other, it's been removed as feature -// if (User[wp->owner]->PlayerP || User[wp->owner]->SpriteP) if (User[wp->owner]->PlayerP && sp->owner != wp->owner) { u->targetActor = &swActors[wp->owner]; @@ -6634,7 +6631,7 @@ DoDamage(short SpriteNum, short Weapon) else { // this is special code to prevent the Zombie from taking out the Bosses to quick - // if rail gun weapon owner is not player + // if rail gun weapon Owner is not player if (wp->owner >= 0 && User[wp->owner].Data() && !User[wp->owner]->PlayerP) { // if actor is a boss @@ -7735,7 +7732,7 @@ int DoExpDamageTest(DSWActor* actor) if (wu->ID != MUSHROOM_CLOUD) WeaponExplodeSectorInRange(Weapon); - // Just like DoDamageTest() except that it doesn't care about the owner + // Just like DoDamageTest() except that it doesn't care about the Owner max_stat = SIZ(StatDamageList); // don't check for mines if the weapon is a mine @@ -8587,7 +8584,7 @@ DoPlasmaFountain(DSWActor* actor) SPRITEp ap; short bak_cstat; - // if no owner then die + // if no Owner then die if (u->attachActor == nullptr) { KillActor(actor); @@ -9357,7 +9354,7 @@ DoMineStuck(DSWActor* actor) SPRITEp sp = &sprite[Weapon]; #define MINE_DETONATE_STATE 99 - // if no owner then die + // if no Owner then die auto attachActor = u->attachActor; if (attachActor != nullptr) { @@ -12103,7 +12100,6 @@ DoNapalm(DSWActor* actor) eu = User[explosion].Data(); exp->hitag = LUMINOUS; //Always full brightness - //exp->owner = sp->owner; SetOwner(sp->owner, explosion); exp->shade = -40; exp->cstat = sp->cstat; @@ -12383,7 +12379,6 @@ DoMirv(DSWActor* actor) NewStateGroup(actorNew, &sg_MirvMeteor[0]); nu->StateEnd = s_MirvMeteorExp; - //np->owner = Weapon; SetOwner(Weapon, New); np->shade = -40; np->xrepeat = 40; @@ -12683,7 +12678,7 @@ DoSerpRing(DSWActor* actor) int dist,a,b,c; int cz,fz; - // if owner does not exist or he's dead on the floor + // if Owner does not exist or he's dead on the floor // kill off all of his skull children if (sp->owner == -1 || ou->RotNum < 5) { @@ -12770,8 +12765,6 @@ DoSerpRing(DSWActor* actor) change_sprite_stat(Weapon, STAT_ENEMY); NewStateGroup_(Weapon, sg_SkullJump); DoBeginJump(actor); - // tell owner that one is gone - // User[sp->owner]->Counter--; return 0; } } @@ -12970,7 +12963,6 @@ InitSerpRing(DSWActor* actor) nu = User[New].Data(); np->xvel = 500; - //np->owner = SpriteNum; SetOwner(SpriteNum, New); np->shade = -20; np->xrepeat = 64; @@ -13061,7 +13053,6 @@ InitSpellNapalm(PLAYERp pp) Set3DSoundOwner(u->SpriteNum); } - //sp->owner = pp->SpriteP - sprite; SetOwner(pp->Actor(), actor); sp->shade = -40; sp->xrepeat = 32; @@ -13216,7 +13207,6 @@ InitSpellMirv(PLAYERp pp) PlaySound(DIGI_MIRVWIZ, sp, v3df_follow); Set3DSoundOwner(SpriteNum); - //sp->owner = pp->SpriteP - sprite; SetOwner(short(pp->SpriteP - sprite), SpriteNum); sp->shade = -40; sp->xrepeat = 72; @@ -14349,7 +14339,6 @@ InitHeartAttack(PLAYERp pp) sp->hitag = LUMINOUS; //Always full brightness - //sp->owner = pp->SpriteP - sprite; SetOwner(short(pp->SpriteP - sprite), SpriteNum); sp->shade = -10; sp->xrepeat = 52; @@ -14424,7 +14413,6 @@ InitHeartAttack(PLAYERp pp) sp->hitag = LUMINOUS; //Always full brightness - //sp->owner = pp->SpriteP - sprite; SetOwner(pp->SpriteP - sprite, SpriteNum); sp->shade = -10; sp->xrepeat = 52; @@ -15054,7 +15042,6 @@ InitRocket(PLAYERp pp) wp = &sprite[w]; wu = User[w].Data(); - //wp->owner = pp->PlayerSprite; SetOwner(pp->PlayerSprite, w); wp->yrepeat = 90; wp->xrepeat = 90; @@ -15184,7 +15171,6 @@ InitBunnyRocket(PLAYERp pp) wp = &sprite[w]; wu = User[w].Data(); - //wp->owner = pp->PlayerSprite; SetOwner(pp->PlayerSprite, w); wp->yrepeat = 64; wp->xrepeat = 64; @@ -15297,7 +15283,6 @@ InitNuke(PLAYERp pp) wp = &sprite[w]; wu = User[w].Data(); - //wp->owner = pp->PlayerSprite; SetOwner(pp->PlayerSprite, w); wp->yrepeat = 128; wp->xrepeat = 128; @@ -15983,7 +15968,6 @@ InitSerpSpell(DSWActor* actor) NewStateGroup(actorNew, &sg_SerpMeteor[0]); nu->StateEnd = s_MirvMeteorExp; - //np->owner = SpriteNum; SetOwner(SpriteNum, New); np->shade = -40; PlaySound(DIGI_SERPMAGICLAUNCH, sp, v3df_none); @@ -17053,7 +17037,6 @@ InitTracerUzi(PLAYERp pp) wu = User[w].Data(); wp->hitag = LUMINOUS; //Always full brightness - //wp->owner = pp->PlayerSprite; SetOwner(pp->PlayerSprite, w); wp->yrepeat = 10; wp->xrepeat = 10;