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-rw-r--r--src/hexen/p_enemy.c35
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);
}