diff options
Diffstat (limited to 'src/hexen/p_enemy.c')
-rw-r--r-- | src/hexen/p_enemy.c | 35 |
1 files changed, 10 insertions, 25 deletions
diff --git a/src/hexen/p_enemy.c b/src/hexen/p_enemy.c index 69dabbc9..da987f16 100644 --- a/src/hexen/p_enemy.c +++ b/src/hexen/p_enemy.c @@ -529,7 +529,6 @@ boolean P_LookForPlayers(mobj_t * actor, boolean allaround) int c; int stop; player_t *player; - sector_t *sector; angle_t an; fixed_t dist; @@ -537,7 +536,6 @@ boolean P_LookForPlayers(mobj_t * actor, boolean allaround) { // Single player game and player is dead, look for monsters return (P_LookForMonsters(actor)); } - sector = actor->subsector->sector; c = 0; // NOTE: This behavior has been changed from the Vanilla behavior, where @@ -2366,13 +2364,12 @@ void A_SerpentMeleeAttack(mobj_t * actor) void A_SerpentMissileAttack(mobj_t * actor) { - mobj_t *mo; - if (!actor->target) { return; } - mo = P_SpawnMissile(actor, actor->target, MT_SERPENTFX); + + P_SpawnMissile(actor, actor->target, MT_SERPENTFX); } //============================================================================ @@ -3002,9 +2999,7 @@ void A_DragonFlap(mobj_t * actor) void A_DragonAttack(mobj_t * actor) { - mobj_t *mo; - - mo = P_SpawnMissile(actor, actor->target, MT_DRAGON_FX); + P_SpawnMissile(actor, actor->target, MT_DRAGON_FX); } //============================================================================ @@ -3816,9 +3811,7 @@ void A_IceGuyAttack(mobj_t * actor) void A_IceGuyMissilePuff(mobj_t * actor) { - mobj_t *mo; - mo = P_SpawnMobj(actor->x, actor->y, actor->z + 2 * FRACUNIT, - MT_ICEFX_PUFF); + P_SpawnMobj(actor->x, actor->y, actor->z + 2 * FRACUNIT, MT_ICEFX_PUFF); } //============================================================================ @@ -4983,12 +4976,10 @@ void A_KoraxStep2(mobj_t * actor) void A_KoraxBonePop(mobj_t * actor) { - fixed_t x, y, z; mobj_t *mo; byte args[5]; args[0] = args[1] = args[2] = args[3] = args[4] = 0; - x = actor->x, y = actor->y, z = actor->z; // Spawn 6 spirits equalangularly mo = P_SpawnMissileAngle(actor, MT_KORAX_SPIRIT1, ANG60 * 0, @@ -5176,7 +5167,6 @@ void A_KoraxCommand(mobj_t * actor) // Arm 1 projectile void KoraxFire1(mobj_t * actor, int type) { - mobj_t *mo; angle_t ang; fixed_t x, y, z; @@ -5184,14 +5174,13 @@ void KoraxFire1(mobj_t * actor, int type) x = actor->x + FixedMul(KORAX_ARM_EXTENSION_SHORT, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_SHORT, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM1_HEIGHT; - mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); + P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); } // Arm 2 projectile void KoraxFire2(mobj_t * actor, int type) { - mobj_t *mo; angle_t ang; fixed_t x, y, z; @@ -5199,13 +5188,12 @@ void KoraxFire2(mobj_t * actor, int type) x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM2_HEIGHT; - mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); + P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); } // Arm 3 projectile void KoraxFire3(mobj_t * actor, int type) { - mobj_t *mo; angle_t ang; fixed_t x, y, z; @@ -5213,13 +5201,12 @@ void KoraxFire3(mobj_t * actor, int type) x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM3_HEIGHT; - mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); + P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); } // Arm 4 projectile void KoraxFire4(mobj_t * actor, int type) { - mobj_t *mo; angle_t ang; fixed_t x, y, z; @@ -5227,13 +5214,12 @@ void KoraxFire4(mobj_t * actor, int type) x = actor->x + FixedMul(KORAX_ARM_EXTENSION_SHORT, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_SHORT, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM4_HEIGHT; - mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); + P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); } // Arm 5 projectile void KoraxFire5(mobj_t * actor, int type) { - mobj_t *mo; angle_t ang; fixed_t x, y, z; @@ -5241,13 +5227,12 @@ void KoraxFire5(mobj_t * actor, int type) x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM5_HEIGHT; - mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); + P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); } // Arm 6 projectile void KoraxFire6(mobj_t * actor, int type) { - mobj_t *mo; angle_t ang; fixed_t x, y, z; @@ -5255,7 +5240,7 @@ void KoraxFire6(mobj_t * actor, int type) x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]); y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]); z = actor->z - actor->floorclip + KORAX_ARM6_HEIGHT; - mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); + P_SpawnKoraxMissile(x, y, z, actor, actor->target, type); } |