- Eliminated some more global variables (onmobj, DoRipping, LastRipped,

MissileActor, bulletpitch and linetarget.) 

SVN r899 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-10 14:38:43 +00:00
commit 3f497fe8e5
24 changed files with 173 additions and 154 deletions

View file

@ -540,8 +540,7 @@ void A_JumpIfCloser(AActor * self)
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self);
target = linetarget;
P_BulletSlope(self, &target);
}
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
@ -1016,9 +1015,8 @@ void A_FireBullets (AActor *self)
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
P_BulletSlope(self);
bslope = P_BulletSlope(self);
bangle = self->angle;
bslope = bulletpitch;
PuffType = PClass::FindClass(PuffTypeName);
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
@ -1063,6 +1061,7 @@ void A_FireCustomMissile (AActor * self)
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
AActor *linetarget;
if (UseAmmo && weapon)
{
@ -1080,7 +1079,7 @@ void A_FireCustomMissile (AActor * self)
if (AimAtAngle) shootangle+=Angle;
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle);
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
// automatic handling of seeker missiles
if (misl)
{
@ -1129,12 +1128,13 @@ void A_CustomPunch (AActor *self)
angle_t angle;
int pitch;
AActor * linetarget;
if (!norandom) Damage *= (pr_cwpunch()%8+1);
angle = self->angle + (pr_cwpunch.Random2() << 18);
if (Range == 0) Range = MELEERANGE;
pitch = P_AimLineAttack (self, angle, Range);
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
// only use ammo when actually hitting something!
if (UseAmmo && linetarget && weapon)
@ -2164,8 +2164,7 @@ void A_JumpIfTargetInLOS(AActor * self)
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self);
target = linetarget;
P_BulletSlope(self, &target);
}
// No target - return