- clean out many wrappers.

This commit is contained in:
Christoph Oelckers 2022-09-28 19:27:35 +02:00
parent d013e6fbd9
commit 310eff6e71
6 changed files with 0 additions and 75 deletions

View file

@ -706,7 +706,6 @@ set( NOT_COMPILED_SOURCE_FILES
games/blood/src/sfx.cpp
games/blood/src/sound.cpp
games/blood/src/tile.cpp
games/blood/src/trig.cpp
games/blood/src/triggers.cpp
games/blood/src/view.cpp
games/blood/src/warp.cpp

View file

@ -196,11 +196,6 @@ inline int bsin(const int ang, int shift = 0)
return int(g_sinbam(ang * BAMUNIT) * sinscale(shift));
}
inline int Sin(int ang)
{
return bsin(ang, 16);
}
//---------------------------------------------------------------------------
//
// Build cosine inline functions.
@ -219,22 +214,6 @@ inline int bcos(const int ang, int shift = 0)
return int(g_cosbam(ang * BAMUNIT) * sinscale(shift));
}
inline int Cos(int ang)
{
return bcos(ang, 16);
}
//---------------------------------------------------------------------------
//
// High precision vector angle function, mainly for the renderer.
//
//---------------------------------------------------------------------------
inline int getangle(double xvect, double yvect)
{
return DVector2(xvect, yvect).Angle().Buildang();
}
//---------------------------------------------------------------------------
//
//

View file

@ -60,7 +60,6 @@
#include "src/sfx.cpp"
#include "src/sound.cpp"
#include "src/tile.cpp"
#include "src/trig.cpp"
#include "src/triggers.cpp"
#include "src/view.cpp"
#include "src/warp.cpp"

View file

@ -255,17 +255,6 @@ int actGetRespawnTime(DBloodActor *pSprite);
bool actCheckRespawn(DBloodActor *pSprite);
void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 dv, VECTOR_TYPE vectorType);
[[deprecated]]
inline void actFireVector(DBloodActor* pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
{
// Yay, yet another fixed point format... :(
actFireVector(pShooter, a2 * inttoworld, a3 * zinttoworld, DVector3(FixedToFloat<14>(a4), FixedToFloat<14>(a5), FixedToFloat<14>(a6)), vectorType);
}
[[deprecated]]
inline void actFireVectorf(DBloodActor *pShooter, int a2, double a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
{
actFireVector(pShooter, a2, a3 * zworldtoint, a4, a5, a6, vectorType);
}
void actPostSprite(DBloodActor* actor, int status);
void actPostProcess(void);
void MakeSplash(DBloodActor *actor);

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@ -69,8 +69,6 @@ void warpInit(TArray<DBloodActor*>& actors);
int CheckLink(DBloodActor* pSprite);
int CheckLink(DVector3& cPos, sectortype** pSector);
void RotateVector(int* dx, int* dy, int nAngle);
#include "m_fixed.h"
enum SurfaceType {

View file

@ -1,39 +0,0 @@
#include "ns.h" // Must come before everything else!
//----------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
void RotateVector(int* dx, int* dy, int nAngle)
{
int ox = *dx;
int oy = *dy;
*dx = dmulscale30r(ox, Cos(nAngle), -oy, Sin(nAngle));
*dy = dmulscale30r(ox, Sin(nAngle), oy, Cos(nAngle));
}
END_BLD_NS