- removed u variables in coolg.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 20:58:01 +01:00
parent 2458893528
commit fa59f90f92

View file

@ -501,8 +501,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor);
void CoolgCommon(DSWActor* actor)
{
USERp u = actor->u();
actor->spr.clipdist = (200) >> 2;
actor->user.floor_dist = Z(16);
actor->user.ceiling_dist = Z(20);
@ -516,15 +514,13 @@ void CoolgCommon(DSWActor* actor)
int SetupCoolg(DSWActor* actor)
{
USERp u;
ANIMATOR DoActorDecide;
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{
u = SpawnUser(actor,COOLG_RUN_R0,s_CoolgRun[0]);
SpawnUser(actor,COOLG_RUN_R0,s_CoolgRun[0]);
actor->user.Health = HEALTH_COOLIE_GHOST;
}
u = actor->u();
ChangeState(actor, s_CoolgRun[0]);
actor->user.Attrib = &CoolgAttrib;
@ -543,7 +539,6 @@ int SetupCoolg(DSWActor* actor)
int NewCoolg(DSWActor* actor)
{
USERp u = actor->u();
ANIMATOR DoActorDecide;
auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 50);
@ -569,7 +564,6 @@ int NewCoolg(DSWActor* actor)
int DoCoolgBirth(DSWActor* actor)
{
USER* u = actor->u();
ANIMATOR DoActorDecide;
actor->user.Health = HEALTH_COOLIE_GHOST;
@ -592,8 +586,6 @@ int DoCoolgBirth(DSWActor* actor)
int NullCoolg(DSWActor* actor)
{
USER* u = actor->u();
actor->user.ShellNum -= ACTORMOVETICS;
if (TEST(actor->user.Flags,SPR_SLIDING))
@ -607,7 +599,6 @@ int NullCoolg(DSWActor* actor)
int DoCoolgMatchPlayerZ(DSWActor* actor)
{
USER* u = actor->u();
int zdiff,zdist;
int loz,hiz;
@ -622,7 +613,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
SetSuicide(actor);
}
// actor does a sine wave about u->sz - this is the z mid point
// actor does a sine wave about sz - this is the z mid point
zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.sz;
@ -685,8 +676,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
int InitCoolgCircle(DSWActor* actor)
{
USER* u = actor->u();
actor->user.ActorActionFunc = DoCoolgCircle;
NewStateGroup(actor, actor->user.ActorActionSet->Run);
@ -716,10 +705,8 @@ int InitCoolgCircle(DSWActor* actor)
int DoCoolgCircle(DSWActor* actor)
{
USER* u = actor->u();
int nx,ny,bound;
actor->spr.ang = NORM_ANGLE(actor->spr.ang + actor->user.Counter2);
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14);
@ -757,7 +744,6 @@ int DoCoolgCircle(DSWActor* actor)
int DoCoolgDeath(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
@ -801,8 +787,6 @@ int DoCoolgDeath(DSWActor* actor)
int DoCoolgMove(DSWActor* actor)
{
USER* u = actor->u();
if ((actor->user.ShellNum -= ACTORMOVETICS) <= 0)
{
switch (actor->user.FlagOwner)
@ -886,7 +870,6 @@ int DoCoolgMove(DSWActor* actor)
int DoCoolgPain(DSWActor* actor)
{
USER* u = actor->u();
NullCoolg(actor);
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)