- deleted all wu variables.

This commit is contained in:
Christoph Oelckers 2021-12-25 21:56:32 +01:00
parent dc60cd7689
commit f59fa8b13e

View file

@ -4929,7 +4929,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
{
if (weapActor->user.ID == BOLT_THINMAN_R1 && weapActor->user.Radius == RAIL_RADIUS)
{
SpawnShrapX(wu); // Do rail gun shrap
SpawnShrapX(weapActor); // Do rail gun shrap
}
DoActorDie(actor, weapActor, 0);
@ -9530,13 +9530,10 @@ int DoMicroMini(DSWActor* actor)
int SpawnExtraMicroMini(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, actor->spr.xvel);
wu = actorNew->u();
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.yrepeat = actorNew->spr.xrepeat = actor->spr.xrepeat;
actorNew->spr.shade = actor->spr.shade;
@ -11662,7 +11659,6 @@ int InitLavaFlame(DSWActor* actor)
int InitLavaThrow(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
short w;
@ -11677,8 +11673,6 @@ int InitLavaThrow(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, LAVA_BOULDER, s_LavaBoulder, actor->spr.sector(),
nx, ny, nz, nang, NINJA_BOLT_VELOCITY);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.yrepeat = 72;
@ -11716,7 +11710,6 @@ int InitLavaThrow(DSWActor* actor)
void InitVulcanBoulder(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, nang;
int zsize;
int zvel, zvel_rand;
@ -11747,8 +11740,6 @@ void InitVulcanBoulder(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, LAVA_BOULDER, s_VulcanBoulder, actor->spr.sector(),
nx, ny, nz, nang, (vel/2 + vel/4) + RandomRange(vel/4));
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 8 + RandomRange(72);
actorNew->spr.shade = -40;
@ -11945,7 +11936,6 @@ void InitSpellNapalm(PLAYERp pp)
int InitEnemyNapalm(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
short dist;
unsigned i;
@ -11969,8 +11959,6 @@ int InitEnemyNapalm(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2), actor->spr.ang, NAPALM_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
if (i==0) // Only attach sound to first projectile
{
@ -12071,7 +12059,6 @@ int InitSpellMirv(PLAYERp pp)
int InitEnemyMirv(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int dist;
PlaySound(DIGI_MIRVFIRE, actor, v3df_none);
@ -12079,8 +12066,6 @@ int InitEnemyMirv(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, MIRV_METEOR, s_Mirv, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2), actor->spr.ang, MIRV_VELOCITY);
wu = actorNew->u();
PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow);
SetOwner(actor, actorNew);
@ -12487,7 +12472,7 @@ int InitFistAttack(PLAYERp pp)
int InitSumoNapalm(DSWActor* actor)
{
USERp u = actor->u(), wu;
USERp u = actor->u();
short dist;
short ang;
@ -12512,8 +12497,6 @@ int InitSumoNapalm(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor), ang, NAPALM_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
if (i == 0) // Only attach sound to first projectile
{
@ -12931,7 +12914,6 @@ int InitStar(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
USERp wu;
int nx, ny, nz;
int zvel;
@ -12955,7 +12937,6 @@ int InitStar(PLAYERp pp)
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, pp->angle.ang.asbuild(), STAR_VELOCITY);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = actorNew->spr.xrepeat = STAR_REPEAT;
@ -13349,7 +13330,6 @@ int InitLaser(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT);
@ -13370,8 +13350,6 @@ int InitLaser(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), 300);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 52;
@ -13448,7 +13426,6 @@ int InitRail(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
int zvel;
@ -13477,8 +13454,7 @@ int InitRail(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), 1200);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 52;
actorNew->spr.xrepeat = 52;
@ -13535,7 +13511,6 @@ int InitRail(PLAYERp pp)
int InitZillaRail(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz;
int zvel;
@ -13557,8 +13532,6 @@ int InitZillaRail(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], actor->spr.sector(),
nx, ny, nz, actor->spr.ang, 1200);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 52;
actorNew->spr.xrepeat = 52;
@ -13616,7 +13589,6 @@ int InitRocket(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
int zvel;
@ -13652,8 +13624,6 @@ int InitRocket(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 90;
actorNew->spr.xrepeat = 90;
@ -13730,7 +13700,6 @@ int InitBunnyRocket(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
int zvel;
@ -13764,8 +13733,6 @@ int InitBunnyRocket(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 64;
actorNew->spr.xrepeat = 64;
@ -13840,7 +13807,6 @@ int InitNuke(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
int zvel;
@ -13870,8 +13836,6 @@ int InitNuke(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), 700);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 128;
actorNew->spr.xrepeat = 128;
@ -13937,7 +13901,6 @@ int InitNuke(PLAYERp pp)
int InitEnemyNuke(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz;
int zvel;
@ -13954,8 +13917,6 @@ int InitEnemyNuke(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->spr.sector(),
nx, ny, nz, actor->spr.ang, 700);
wu = actorNew->u();
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
@ -14017,7 +13978,6 @@ int InitMicro(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
USERp wu;
int nx, ny, nz, dist;
short i,ang;
TARGET_SORTp ts = TargetSort;
@ -14061,8 +14021,6 @@ int InitMicro(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], pp->cursector,
nx, ny, nz, ang, 1200);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 24;
actorNew->spr.xrepeat = 24;
@ -14632,7 +14590,6 @@ int DoTeleRipper(DSWActor* actor)
int InitEnemyRocket(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none);
@ -14648,8 +14605,6 @@ int InitEnemyRocket(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], actor->spr.sector(),
nx, ny, nz-Z(8), u->targetActor->spr.ang, NINJA_BOLT_VELOCITY);
wu = actorNew->u();
// Set default palette
actorNew->spr.pal = actorNew->user.spal = 17; // White
@ -14694,7 +14649,6 @@ int InitEnemyRocket(DSWActor* actor)
int InitEnemyRail(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
short pnum=0;
@ -14733,8 +14687,6 @@ int InitEnemyRail(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], actor->spr.sector(),
nx, ny, nz, actor->spr.ang, 1200);
wu = actorNew->u();
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
@ -14780,7 +14732,6 @@ int InitEnemyRail(DSWActor* actor)
int InitZillaRocket(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
short w, i;
@ -14815,8 +14766,6 @@ int InitZillaRocket(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], actor->spr.sector(),
nx, ny, nz-Z(8), u->targetActor->spr.ang, NINJA_BOLT_VELOCITY);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 28;
actorNew->spr.xrepeat = 28;
@ -14865,7 +14814,6 @@ int InitZillaRocket(DSWActor* actor)
int InitEnemyStar(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
// get angle to player and also face player when attacking
@ -14879,8 +14827,6 @@ int InitEnemyStar(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, actor->spr.sector(),
nx, ny, nz, u->targetActor->spr.ang, NINJA_STAR_VELOCITY);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 16;
actorNew->spr.xrepeat = 16;
@ -14908,7 +14854,6 @@ int InitEnemyStar(DSWActor* actor)
int InitEnemyCrossbow(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
// get angle to player and also face player when attacking
@ -14922,8 +14867,6 @@ int InitEnemyCrossbow(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->spr.sector(),
nx, ny, nz, u->targetActor->spr.ang, 800);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.xrepeat = 16;
actorNew->spr.yrepeat = 26;
@ -14958,7 +14901,6 @@ int InitEnemyCrossbow(DSWActor* actor)
int InitSkelSpell(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
PlaySound(DIGI_SPELEC, actor, v3df_none);
@ -14974,8 +14916,6 @@ int InitSkelSpell(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, ELECTRO_ENEMY, s_Electro, actor->spr.sector(),
nx, ny, nz, u->targetActor->spr.ang, SKEL_ELECTRO_VELOCITY);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.xrepeat -= 20;
actorNew->spr.yrepeat -= 20;
@ -15004,7 +14944,6 @@ int InitSkelSpell(DSWActor* actor)
int InitCoolgFire(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz, dist, nang;
// get angle to player and also face player when attacking
@ -15023,8 +14962,6 @@ int InitCoolgFire(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, actor->spr.sector(),
nx, ny, nz, u->targetActor->spr.ang, COOLG_FIRE_VELOCITY);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.hitag = LUMINOUS;
actorNew->spr.yrepeat = 18;
@ -15082,7 +15019,6 @@ int DoCoolgDrip(DSWActor* actor)
int InitCoolgDrip(DSWActor* actor)
{
USERp wu;
int nx, ny, nz;
short w;
@ -15093,8 +15029,6 @@ int InitCoolgDrip(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, actor->spr.sector(),
nx, ny, nz, actor->spr.ang, 0);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 20;
actorNew->spr.shade = -5;
@ -15112,7 +15046,6 @@ int InitCoolgDrip(DSWActor* actor)
int GenerateDrips(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz;
short w = 0;
@ -15136,8 +15069,6 @@ int GenerateDrips(DSWActor* actor)
auto actorNew = SpawnActor(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, actor->spr.sector(),
nx, ny, nz, actor->spr.ang, 0);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 20;
actorNew->spr.shade = -10;
@ -15192,7 +15123,6 @@ int InitEelFire(DSWActor* actor)
void InitFireballTrap(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz;
short w;
@ -15205,7 +15135,6 @@ void InitFireballTrap(DSWActor* actor)
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL, s_Fireball, actor->spr.sector(), nx, ny, nz,
actor->spr.ang, FIREBALL_TRAP_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(actor, actorNew);
@ -15225,7 +15154,6 @@ void InitFireballTrap(DSWActor* actor)
void InitBoltTrap(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz;
short w;
@ -15238,7 +15166,6 @@ void InitBoltTrap(DSWActor* actor)
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->spr.sector(), nx, ny, nz,
actor->spr.ang, BOLT_TRAP_VELOCITY);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 32;
@ -15259,7 +15186,6 @@ void InitBoltTrap(DSWActor* actor)
void InitSpearTrap(DSWActor* actor)
{
USERp wu;
int nx, ny, nz;
nx = actor->spr.pos.X;
@ -15269,8 +15195,6 @@ void InitSpearTrap(DSWActor* actor)
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->spr.sector(), nx, ny, nz, actor->spr.ang, 750);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.xrepeat = 16;
actorNew->spr.yrepeat = 26;
@ -15308,7 +15232,6 @@ int InitTracerUzi(PLAYERp pp)
return 0;
USERp u = pp->Actor()->u();
USERp wu;
int nx, ny, nz;
int oclipdist;
@ -15325,8 +15248,6 @@ int InitTracerUzi(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), TRACER_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 10;
@ -15383,7 +15304,6 @@ int InitTracerUzi(PLAYERp pp)
int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz)
{
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
@ -15397,8 +15317,6 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz)
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, actor->spr.sector(),
nx, ny, nz, actor->spr.ang, TRACER_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
if (Operator!= nullptr)
SetOwner(Operator, actorNew);
@ -15435,7 +15353,6 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz)
int InitTracerAutoTurret(DSWActor* actor, int xchange, int ychange, int zchange)
{
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
@ -15449,8 +15366,6 @@ int InitTracerAutoTurret(DSWActor* actor, int xchange, int ychange, int zchange)
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, actor->spr.sector(),
nx, ny, nz, actor->spr.ang, TRACER_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.yrepeat = 10;
actorNew->spr.xrepeat = 10;
@ -15615,7 +15530,6 @@ bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall)
int InitUzi(PLAYERp pp)
{
USERp u = pp->Actor()->u();
USERp wu;
short daang;
HitInfo hit{};
int daz, nz;
@ -15797,7 +15711,7 @@ int InitUzi(PLAYERp pp)
DoHitscanDamage(actorNew, hit.actor());
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z, daang, 0);
wu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SPARK_REPEAT;
actorNew->spr.yrepeat = UZI_SPARK_REPEAT;
@ -15822,7 +15736,6 @@ int InitUzi(PLAYERp pp)
int InitTankShell(DSWActor* actor, PLAYERp pp)
{
USERp u = actor->u();
USERp wu;
if (!SW_SHAREWARE)
PlaySound(DIGI_CANNON, pp, v3df_dontpan|v3df_doppler);
@ -15830,8 +15743,6 @@ int InitTankShell(DSWActor* actor, PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_TankShell, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, TANK_SHELL_VELOCITY);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 8;
actorNew->spr.xrepeat = 8;
@ -15870,7 +15781,6 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp)
USERp u = actor->u();
USERp pu = pp->Actor()->u();
USERp wu;
int nx, ny, nz, dist;
short i,ang;
TARGET_SORTp ts = TargetSort;
@ -15914,8 +15824,6 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], actor->spr.sector(),
nx, ny, nz, ang, 1200);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 24;
actorNew->spr.xrepeat = 24;
@ -15972,15 +15880,12 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp)
int InitTurretRocket(DSWActor* actor, PLAYERp pp)
{
USERp u = actor->u();
USERp wu;
if (SW_SHAREWARE) return false; // JBF: verify
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, ROCKET_VELOCITY);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 40;
actorNew->spr.xrepeat = 40;
@ -16014,15 +15919,12 @@ int InitTurretRocket(DSWActor* actor, PLAYERp pp)
int InitTurretFireball(DSWActor* actor, PLAYERp pp)
{
USERp u = actor->u();
USERp wu;
if (SW_SHAREWARE) return false; // JBF: verify
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL, s_Fireball, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, FIREBALL_VELOCITY);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 40;
actorNew->spr.xrepeat = 40;
@ -16057,7 +15959,6 @@ int InitTurretFireball(DSWActor* actor, PLAYERp pp)
int InitTurretRail(DSWActor* actor, PLAYERp pp)
{
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
if (SW_SHAREWARE) return false; // JBF: verify
@ -16075,8 +15976,6 @@ int InitTurretRail(DSWActor* actor, PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector,
nx, ny, nz, actor->spr.ang, 1200);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 52;
actorNew->spr.xrepeat = 52;
@ -16110,7 +16009,6 @@ int InitTurretRail(DSWActor* actor, PLAYERp pp)
int InitTurretLaser(DSWActor* actor, PLAYERp pp)
{
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
if (SW_SHAREWARE) return false; // JBF: verify
@ -16128,8 +16026,6 @@ int InitTurretLaser(DSWActor* actor, PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector,
nx, ny, nz, actor->spr.ang, 300);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 52;
actorNew->spr.xrepeat = 52;
@ -16370,8 +16266,6 @@ int InitSobjGun(PLAYERp pp)
DSWActor* SpawnBoatSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
USERp wu;
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SMOKE_REPEAT + 12;
@ -16388,7 +16282,7 @@ DSWActor* SpawnBoatSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall,
HitscanSpriteAdjust(actorNew, hit_wall);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SPARK_REPEAT + 10;
actorNew->spr.yrepeat = UZI_SPARK_REPEAT + 10;
@ -16409,7 +16303,6 @@ DSWActor* SpawnBoatSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall,
int SpawnSwordSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
USERp u = pp->Actor()->u();
USERp wu;
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
actorNew->spr.shade = -40;
@ -16427,7 +16320,6 @@ int SpawnSwordSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int h
HitscanSpriteAdjust(actorNew, hit_wall);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 20;
SetOwner(pp->Actor(), actorNew);
@ -16446,8 +16338,6 @@ int SpawnSwordSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int h
DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
USERp wu;
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SMOKE_REPEAT + 12;
@ -16462,7 +16352,7 @@ DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, int hit_x,
HitscanSpriteAdjust(actorNew, hit_wall);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SPARK_REPEAT + 10;
actorNew->spr.yrepeat = UZI_SPARK_REPEAT + 10;
@ -16480,10 +16370,8 @@ DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, int hit_x,
DSWActor* SpawnShotgunSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
USERp wu;
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SPARK_REPEAT;
actorNew->spr.yrepeat = UZI_SPARK_REPEAT;
@ -16677,7 +16565,6 @@ int InitTurretMgun(SECTOR_OBJECTp sop)
int InitEnemyUzi(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
short daang;
HitInfo hit{};
int daz;
@ -16779,7 +16666,7 @@ int InitEnemyUzi(DSWActor* actor)
}
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hit.hitSector, hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z, daang, 0);
wu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SMOKE_REPEAT;
actorNew->spr.yrepeat = UZI_SMOKE_REPEAT;
@ -16806,7 +16693,7 @@ int InitEnemyUzi(DSWActor* actor)
DoHitscanDamage(actorNew, hit.actor());
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z, daang, 0);
wu = actorNew->u();
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SPARK_REPEAT;
actorNew->spr.yrepeat = UZI_SPARK_REPEAT;
@ -16832,7 +16719,6 @@ int InitGrenade(PLAYERp pp)
{
DSWActor* actor = pp->actor;
USERp u = actor->u();
USERp wu;
int nx, ny, nz;
int zvel;
bool auto_aim = false;
@ -16859,8 +16745,6 @@ int InitGrenade(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), GRENADE_VELOCITY);
wu = actorNew->u();
// don't throw it as far if crawling
if (TEST(pp->Flags, PF_CRAWLING))
{
@ -16930,10 +16814,8 @@ int InitGrenade(PLAYERp pp)
int InitSpriteGrenade(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz;
PlaySound(DIGI_30MMFIRE, actor, v3df_dontpan|v3df_doppler);
nx = actor->spr.pos.X;
@ -16945,8 +16827,6 @@ int InitSpriteGrenade(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], actor->spr.sector(),
nx, ny, nz, actor->spr.ang, GRENADE_VELOCITY);
wu = actorNew->u();
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Grenade[0]);
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
@ -16991,7 +16871,6 @@ int InitSpriteGrenade(DSWActor* actor)
int InitMine(PLAYERp pp)
{
USERp u = pp->Actor()->u();
USERp wu;
int nx, ny, nz;
int dot;
@ -17012,8 +16891,6 @@ int InitMine(PLAYERp pp)
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), MINE_VELOCITY);
wu = actorNew->u();
SetOwner(pp->Actor(), actorNew);
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
@ -17054,10 +16931,8 @@ int InitMine(PLAYERp pp)
int InitEnemyMine(DSWActor* actor)
{
USER* u = actor->u();
USERp wu;
int nx, ny, nz;
PlaySound(DIGI_MINETHROW, actor, v3df_dontpan|v3df_doppler);
nx = actor->spr.pos.X;
@ -17069,8 +16944,6 @@ int InitEnemyMine(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, actor->spr.sector(),
nx, ny, nz, actor->spr.ang, MINE_VELOCITY);
wu = actorNew->u();
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
@ -17130,7 +17003,6 @@ int InitFireball(PLAYERp pp)
DSWActor* actor = pp->actor;
USERp u = actor->u();
int nx = 0, ny = 0, nz;
USERp wu;
int zvel;
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -1);
@ -17149,7 +17021,6 @@ int InitFireball(PLAYERp pp)
nz = pp->pos.Z + pp->bob_z + Z(15);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, nx, ny, nz, pp->angle.ang.asbuild(), FIREBALL_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.xrepeat = 40;
@ -17204,7 +17075,6 @@ int InitEnemyFireball(DSWActor* actor)
SPRITEp fp = nullptr;
int nz, dist;
int size_z;
USERp wu;
SPRITEp tsp;
int i, targ_z, xchange, ychange;
@ -17233,8 +17103,6 @@ int InitEnemyFireball(DSWActor* actor)
auto actorNew = SpawnActor(STAT_MISSILE, GORO_FIREBALL, s_Fireball, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, nz, actor->spr.ang, GORO_FIREBALL_VELOCITY);
wu = actorNew->u();
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.xrepeat = 20;
actorNew->spr.yrepeat = 20;
@ -17570,7 +17438,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
int SpawnSplash(DSWActor* actor)
{
USERp u = actor->u(), wu;
USERp u = actor->u();
auto sectu = actor->spr.sector();
SECTORp sectp = actor->spr.sector();
@ -17590,7 +17458,6 @@ int SpawnSplash(DSWActor* actor)
MissileWaterAdjust(actor);
auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, u->loz, actor->spr.ang, 0);
wu = actorNew->u();
if (sectu && TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING;
@ -17604,8 +17471,6 @@ int SpawnSplash(DSWActor* actor)
int SpawnSplashXY(int hit_x, int hit_y, int hit_z, sectortype* sectp)
{
USERp wu;
if (Prediction)
return 0;
@ -17616,7 +17481,6 @@ int SpawnSplashXY(int hit_x, int hit_y, int hit_z, sectortype* sectp)
return 0;
auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sectp, hit_x, hit_y, hit_z, 0, 0);
wu = actorNew->u();
if (sectp->hasU() && TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING;