- fixed SpawnFireballFlames and deleted leftover sprite pointers.

This commit is contained in:
Christoph Oelckers 2021-12-26 00:31:43 +01:00
parent 2543a46278
commit f1c60e4a52

View file

@ -4147,7 +4147,6 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
bool VehicleMoveHit(DSWActor* actor)
{
SPRITEp cp;
SECTOR_OBJECTp sop;
SECTOR_OBJECTp hsop;
bool TestKillSectorObject(SECTOR_OBJECTp);
@ -4311,8 +4310,6 @@ bool WeaponMoveHit(DSWActor* actor)
case kHitSprite:
{
SPRITEp hsp;
auto hitActor = actor->user.coll.actor();
ASSERT(hitActor->spr.extra != -1);
@ -7655,8 +7652,7 @@ int MissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, int1
int zh;
short ang2tgt, delta_ang;
SPRITEp hp;
if (actor->user.WaitTics <= delay_tics)
actor->user.WaitTics += MISSILEMOVETICS;
@ -7730,8 +7726,6 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*,
int zh;
short ang2tgt, delta_ang;
SPRITEp hp;
if (actor->user.WaitTics <= delay_tics)
actor->user.WaitTics += MISSILEMOVETICS;
@ -8241,7 +8235,6 @@ int DoGrenade(DSWActor* actor)
case kHitSprite:
{
short wall_ang;
SPRITEp hsp;
PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
@ -8462,7 +8455,6 @@ int DoVulcanBoulder(DSWActor* actor)
case kHitSprite:
{
short wall_ang;
SPRITEp hsp;
auto hitActor = actor->user.coll.actor();
@ -9727,8 +9719,6 @@ int SpawnCoolieExp(DSWActor* actor)
void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
{
SPRITEp ep = nullptr;
if (TEST(actor->user.Flags, SPR_UNDERWATER))
return;
@ -10671,7 +10661,6 @@ int DoFireball(DSWActor* actor)
int DoFindGround(DSWActor* actor)
{
SPRITEp hsp;
Collision ceilhit, florhit;
// recursive routine to find the ground - either sector or floor sprite
@ -10724,7 +10713,6 @@ int DoFindGround(DSWActor* actor)
int DoFindGroundPoint(DSWActor* actor)
{
SPRITEp hsp;
Collision ceilhit, florhit;
// recursive routine to find the ground - either sector or floor sprite
@ -16751,10 +16739,8 @@ int InitFireball(PLAYERp pp)
int InitEnemyFireball(DSWActor* actor)
{
SPRITEp fp = nullptr;
int nz, dist;
int size_z;
SPRITEp tsp;
int i, targ_z, xchange, ychange;
static short lat_ang[] =
@ -18064,7 +18050,6 @@ int DoShrapVelocity(DSWActor* actor)
case kHitSprite:
{
short wall_ang;
SPRITEp hsp;
auto hit_sprite = actor->user.coll.actor();