- ';;' cleanup

This commit is contained in:
Christoph Oelckers 2022-10-04 19:16:54 +02:00
parent 7ed45d713a
commit ed5b35453a

View file

@ -11556,7 +11556,7 @@ int DoRing(DSWActor* actor)
{
auto own = GetOwner(actor);
if (!own) return 0; // this would crash.
PLAYER* pp = own->user.PlayerP;;
PLAYER* pp = own->user.PlayerP;
double cz,fz;
if (actor->user.Flags & (SPR_UNDERWATER))
@ -11985,7 +11985,7 @@ int InitSerpRing(DSWActor* actor)
// ang around the serp is now slide_ang
actorNew->user.slide_ang = actorNew->spr.angle;
// randomize the head turning angle
actorNew->spr.angle = RandomAngle();;
actorNew->spr.angle = RandomAngle();
// control direction of spinning
actor->user.Flags ^= SPR_BOUNCE;
@ -12162,7 +12162,7 @@ int InitEnemyNapalm(DSWActor* actor)
MissileSetPos(actorNew, DoNapalm, mp[i].dist_out);
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actor->user.Counter = 0;
@ -12674,7 +12674,7 @@ int InitSumoNapalm(DSWActor* actor)
MissileSetPos(actorNew, DoNapalm, mp[i].dist_out);
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actor->user.Counter = 0;
@ -13471,7 +13471,7 @@ int InitLaser(PLAYER* pp)
actorNew->spr.yrepeat = 52;
actorNew->spr.xrepeat = 52;
actorNew->spr.shade = -15;
actorNew->clipdist = 4;;
actorNew->clipdist = 4;
// the slower the missile travels the less of a zvel it needs
actorNew->vel.Z = pp->horizon.horiz.Tan() * 16.;
@ -13499,30 +13499,30 @@ int InitLaser(PLAYER* pp)
// move it 1200 dist in increments - works better
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
{
@ -13597,12 +13597,12 @@ int InitRail(PLAYER* pp)
if (TestMissileSetPos(actorNew, DoRailStart, 1200, zvel))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
@ -13671,12 +13671,12 @@ int InitZillaRail(DSWActor* actor)
if (TestMissileSetPos(actorNew, DoRailStart, 1200, zvel))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(actor, actorNew, DAngle22_5 / 4, false) == -1)
@ -13780,14 +13780,14 @@ int InitRocket(PLAYER* pp)
actorNew->user.Counter = 1;
if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
@ -13885,14 +13885,14 @@ int InitBunnyRocket(PLAYER* pp)
actorNew->user.Counter = 1;
if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
@ -13979,14 +13979,14 @@ int InitNuke(PLAYER* pp)
actorNew->user.Counter = 1;
if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
@ -14166,14 +14166,14 @@ int InitMicro(PLAYER* pp)
actorNew->user.Counter = 1;
if (MissileSetPos(actorNew, DoMicro, 700))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
continue;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
const int MICRO_ANG = 400;
@ -14575,7 +14575,7 @@ int InitSerpSpell(DSWActor* actor)
UpdateChange(actorNew);
MissileSetPos(actorNew, DoMirvMissile, 400);
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
@ -14679,7 +14679,7 @@ int InitSerpMonstSpell(DSWActor* actor)
UpdateChange(actorNew);
MissileSetPos(actorNew, DoMirvMissile, 400);
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
@ -15272,7 +15272,7 @@ void InitSpearTrap(DSWActor* actor)
actorNew->spr.xrepeat = 16;
actorNew->spr.yrepeat = 26;
actorNew->spr.shade = -25;
actorNew->clipdist = 4;;
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_CrossBolt[0]);
@ -16505,7 +16505,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop)
}
else
{
daang = DAngle22_5 / 2;;
daang = DAngle22_5 / 2;
if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr)
{
daz += RandomRangeF(30) - 15;
@ -16825,14 +16825,14 @@ int InitGrenade(PLAYER* pp)
MissileSetPos(actorNew, DoGrenade, 1000);
actorNew->user.Flags &= ~(SPR_BOUNCE);
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
zvel = actorNew->vel.Z;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) >= 0)
{
auto_aim = true;
}
actorNew->vel.Z = zvel;;
actorNew->vel.Z = zvel;
UpdateChange(actorNew);
@ -17080,12 +17080,12 @@ int InitFireball(PLAYER* pp)
if (TestMissileSetPos(actorNew, DoFireball, 1200, zvel * (1375. / 2048.)))
{
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;;
actor->clipdist = oclipdist;
actorNew->vel.Z = 0.5;
if (WeaponAutoAimZvel(pp->actor, actorNew, &zvel, DAngle22_5 / 4, false) == -1)
@ -17123,7 +17123,7 @@ int InitEnemyFireball(DSWActor* actor)
double size_z = ActorSizeZ(actor) * 0.625;
double nz = actor->spr.pos.Z - size_z + 4;
auto change = actor->spr.angle.ToVector() * GORO_FIREBALL_VELOCITY;;
auto change = actor->spr.angle.ToVector() * GORO_FIREBALL_VELOCITY;
double lastvel = 0;
for (int i = 0; i < 2; i++)