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Remove redundant zeroing of missile properties

pull/2679/head
Anders Jenbo 5 years ago
parent
commit
c5bf9d7abc
  1. 39
      Source/missiles.cpp

39
Source/missiles.cpp

@ -1367,7 +1367,6 @@ void AddReflection(MissileStruct &missile, Point /*dst*/, int /*midir*/)
void AddBerserk(MissileStruct &missile, Point dst, int /*midir*/)
{
missile._mirange = 0;
missile._miDelFlag = true;
if (missile._misource < 0)
@ -1458,7 +1457,6 @@ void AddJester(MissileStruct &missile, Point dst, int midir)
}
AddMissile(missile.position.start, dst, midir, spell, missile._micaster, missile._misource, 0, missile._mispllvl);
missile._miDelFlag = true;
missile._mirange = 0;
}
void AddStealPotions(MissileStruct &missile, Point /*dst*/, int /*midir*/)
@ -1531,7 +1529,6 @@ void AddStealPotions(MissileStruct &missile, Point /*dst*/, int /*midir*/)
force_redraw = 255;
}
}
missile._mirange = 0;
missile._miDelFlag = true;
}
@ -1557,7 +1554,6 @@ void AddManaTrap(MissileStruct &missile, Point /*dst*/, int /*midir*/)
}
}
}
missile._mirange = 0;
missile._miDelFlag = true;
}
@ -1616,7 +1612,6 @@ void AddWarp(MissileStruct &missile, Point /*dst*/, int /*midir*/)
}
}
missile._mirange = 2;
missile._miVar1 = 0;
missile.position.tile = tile;
if (missile._micaster == TARGET_MONSTERS)
UseMana(missile._misource, SPL_WARP);
@ -1668,7 +1663,6 @@ void AddFireNova(MissileStruct &missile, Point dst, int midir)
missile._mirange = 256;
missile._miVar1 = missile.position.start.x;
missile._miVar2 = missile.position.start.y;
missile._miVar3 = 0;
missile._miVar4 = missile.position.start.x;
missile._miVar5 = missile.position.start.y;
missile._mlid = AddLight(missile.position.start, 8);
@ -1737,11 +1731,6 @@ void AddRing(MissileStruct &missile, Point /*dst*/, int /*midir*/)
missile._miVar1 = missile.position.start.x;
missile._miVar2 = missile.position.start.y;
missile._miDelFlag = false;
missile._miVar3 = 0;
missile._miVar4 = 0;
missile._miVar5 = 0;
missile._miVar6 = 0;
missile._miVar7 = 0;
missile.limitReached = false;
missile._mirange = 7;
}
@ -1750,12 +1739,6 @@ void AddSearch(MissileStruct &missile, Point /*dst*/, int /*midir*/)
{
missile._miDelFlag = false;
missile._miVar1 = missile._misource;
missile._miVar2 = 0;
missile._miVar3 = 0;
missile._miVar4 = 0;
missile._miVar5 = 0;
missile._miVar6 = 0;
missile._miVar7 = 0;
missile.limitReached = false;
AutoMapShowItems = true;
int lvl = 2;
@ -1796,7 +1779,6 @@ void AddCboltArrow(MissileStruct &missile, Point dst, int midir)
UpdateMissileVelocity(missile, missile.position.start, dst, 8);
missile._miVar1 = 5;
missile._miVar2 = midir;
missile._miVar3 = 0;
missile._mirange = 256;
}
@ -1915,7 +1897,6 @@ void AddRndTeleport(MissileStruct &missile, Point dst, int /*midir*/)
} while (nSolidTable[pn] || dObject[r1][r2] != 0 || dMonster[r1][r2] != 0);
missile._mirange = 2;
missile._miVar1 = 0;
if (!setlevel || setlvlnum != SL_VILEBETRAYER) {
missile.position.tile = { r1, r2 };
if (missile._micaster == TARGET_MONSTERS)
@ -2033,7 +2014,6 @@ void AddFirewall(MissileStruct &missile, Point dst, int /*midir*/)
missile._mirange += (Players[missile._misource]._pISplDur * missile._mirange) / 128;
missile._mirange *= 16;
missile._miVar1 = missile._mirange - missile._miAnimLen;
missile._miVar2 = 0;
}
void AddFireball(MissileStruct &missile, Point dst, int midir)
@ -2055,7 +2035,6 @@ void AddFireball(MissileStruct &missile, Point dst, int midir)
missile._mirange = 256;
missile._miVar1 = missile.position.start.x;
missile._miVar2 = missile.position.start.y;
missile._miVar3 = 0;
missile._miVar4 = missile.position.start.x;
missile._miVar5 = missile.position.start.y;
missile._mlid = AddLight(missile.position.start, 8);
@ -2117,17 +2096,12 @@ void AddMisexp(MissileStruct &missile, Point dst, int /*midir*/)
missile.position.start = Missiles[dst.x].position.start;
missile.position.offset = Missiles[dst.x].position.offset;
missile.position.traveled = Missiles[dst.x].position.traveled;
missile.position.velocity = { 0, 0 };
missile._mirange = missile._miAnimLen;
missile._miVar1 = 0;
}
void AddWeapexp(MissileStruct &missile, Point dst, int /*midir*/)
{
missile.position.velocity = { 0, 0 };
missile._miVar1 = 0;
missile._miVar2 = dst.x;
missile._mimfnum = 0;
if (dst.x == 1)
SetMissAnim(missile, MFILE_MAGBLOS);
else
@ -2390,8 +2364,6 @@ void AddAcid(MissileStruct &missile, Point dst, int /*midir*/)
void AddAcidpud(MissileStruct &missile, Point /*dst*/, int /*midir*/)
{
missile.position.velocity = { 0, 0 };
missile.position.offset = { 0, 0 };
missile._miLightFlag = true;
int monst = missile._misource;
missile._mirange = GenerateRnd(15) + 40 * (Monsters[monst]._mint + 1);
@ -2475,7 +2447,6 @@ void AddBoom(MissileStruct &missile, Point dst, int /*midir*/)
{
missile.position.tile = dst;
missile.position.start = dst;
missile.position.velocity = { 0, 0 };
missile._mirange = missile._miAnimLen;
missile._miVar1 = 0;
}
@ -2798,7 +2769,6 @@ void AddResurrectBeam(MissileStruct &missile, Point dst, int /*midir*/)
{
missile.position.tile = dst;
missile.position.start = dst;
missile.position.velocity = { 0, 0 };
missile._mirange = MissileSpriteData[MFILE_RESSUR1].animLen[0];
}
@ -2882,18 +2852,9 @@ int AddMissile(Point src, Point dst, int midir, missile_id mitype, mienemy_type
SetMissDir(missile, midir);
missile.position.tile = src;
missile.position.offset = { 0, 0 };
missile.position.start = src;
missile.position.traveled = { 0, 0 };
missile._miDelFlag = false;
missile._miAnimAdd = 1;
missile._miLightFlag = false;
missile._miPreFlag = false;
missile._miUniqTrans = 0;
missile._miHitFlag = false;
missile._midist = 0;
missile._mlid = NO_LIGHT;
missile._mirnd = 0;
if (MissileData[mitype].mlSFX != -1) {
PlaySfxLoc(MissileData[mitype].mlSFX, missile.position.start);

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