Browse Source

Remove unnecessary assignments to _mdir

pull/2364/head
obligaron 5 years ago committed by Anders Jenbo
parent
commit
dc2d5e2b04
  1. 13
      Source/monster.cpp

13
Source/monster.cpp

@ -1402,7 +1402,6 @@ void M_StartStand(int i, Direction md)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
M_Enemy(i);
}
@ -1425,7 +1424,6 @@ void M_StartSpStand(int i, Direction md)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
}
void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir)
@ -1441,7 +1439,6 @@ void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir
Monsters[i]._mVar1 = xadd;
Monsters[i]._mVar2 = yadd;
Monsters[i]._mVar3 = endDir;
Monsters[i]._mdir = endDir;
NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
Monsters[i].position.offset2 = { 0, 0 };
}
@ -1464,7 +1461,6 @@ void M_StartWalk2(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y
Monsters[i]._mmode = MM_WALK2;
Monsters[i].position.velocity = { xvel, yvel };
Monsters[i]._mVar3 = endDir;
Monsters[i]._mdir = endDir;
NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff };
}
@ -1491,7 +1487,6 @@ void M_StartWalk3(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y
Monsters[i]._mVar1 = fx;
Monsters[i]._mVar2 = fy;
Monsters[i]._mVar3 = endDir;
Monsters[i]._mdir = endDir;
NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff };
}
@ -1504,7 +1499,6 @@ void M_StartAttack(int i)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
}
void M_StartRAttack(int i, missile_id missileType, int dam)
@ -1517,7 +1511,6 @@ void M_StartRAttack(int i, missile_id missileType, int dam)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
}
void M_StartRSpAttack(int i, missile_id missileType, int dam)
@ -1534,7 +1527,6 @@ void M_StartRSpAttack(int i, missile_id missileType, int dam)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
}
void M_StartSpAttack(int i)
@ -1545,7 +1537,6 @@ void M_StartSpAttack(int i)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
}
void M_StartEat(int i)
@ -1741,7 +1732,6 @@ void MonstStartKill(int i, int pnum, bool sendmsg)
PlayEffect(i, 2);
Direction md = pnum >= 0 ? M_GetDir(i) : monst->_mdir;
monst->_mdir = md;
NewMonsterAnim(*monst, MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
monst->_mmode = MM_DEATH;
monst->_mgoal = MGOAL_NONE;
@ -1787,7 +1777,6 @@ void M2MStartKill(int i, int mid)
if (Monsters[mid].MType->mtype == MT_GOLEM)
md = DIR_S;
Monsters[mid]._mdir = md;
NewMonsterAnim(Monsters[mid], MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
Monsters[mid]._mmode = MM_DEATH;
Monsters[mid].position.offset = { 0, 0 };
@ -1852,7 +1841,6 @@ void M_StartFadein(int i, Direction md, bool backwards)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
Monsters[i]._mFlags &= ~MFLAG_HIDDEN;
if (backwards) {
Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION;
@ -1871,7 +1859,6 @@ void M_StartFadeout(int i, Direction md, bool backwards)
Monsters[i].position.offset = { 0, 0 };
Monsters[i].position.future = Monsters[i].position.tile;
Monsters[i].position.old = Monsters[i].position.tile;
Monsters[i]._mdir = md;
if (backwards) {
Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION;
Monsters[i].AnimInfo.CurrentFrame = Monsters[i].AnimInfo.NumberOfFrames;

Loading…
Cancel
Save