Duke3D: Remove a few more LUNATIC-specific definitions and macro references

This commit is contained in:
NY00123 2020-05-17 21:25:54 +03:00 committed by Christoph Oelckers
parent db71bb9ba7
commit 40abf17f2f
2 changed files with 0 additions and 66 deletions

View file

@ -114,28 +114,6 @@ enum actionflags
AF_VIEWPOINT = 1u<<0u,
};
#ifdef LUNATIC
struct action
{
// These members MUST be in this exact order because FFI cdata of this type
// can be initialized by passing a table with numeric indices (con.action).
int16_t startframe, numframes;
int16_t viewtype, incval, delay;
uint16_t flags;
};
struct move
{
// These members MUST be in this exact order.
int16_t hvel, vvel;
};
#pragma pack(push,1)
typedef struct { int32_t id; struct move mv; } con_move_t;
typedef struct { int32_t id; struct action ac; } con_action_t;
#pragma pack(pop)
#endif
// Select an actor's actiontics and movflags locations depending on
// whether we compile the Lunatic build.
// <spr>: sprite pointer
@ -154,16 +132,6 @@ typedef struct
{
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
#ifdef LUNATIC
// total: 18b
struct move mv;
struct action ac;
// Gets incremented by TICSPERFRAME on each A_Execute() call:
uint16_t actiontics;
// Movement flags, sprite[i].hitag in C-CON:
uint16_t movflags;
#endif
int32_t flags; // 4b
vec3_t bpos; // 12b
int32_t floorz, ceilingz; // 8b
@ -206,26 +174,6 @@ typedef struct netactor_s
t_data_8,
t_data_9;
#ifdef LUNATIC
int32_t
hvel,
vvel;
int32_t
startframe,
numframes;
int32_t
viewtype,
incval,
delay;
int32_t
actiontics;
#endif
int32_t
flags;
@ -255,11 +203,6 @@ typedef struct netactor_s
stayput,
dispicnum;
#if defined LUNATIC
int32_t movflags;
#endif
// note: lightId, lightcount, lightmaxrange are not synchronized between client and server
int32_t
@ -353,10 +296,8 @@ typedef struct netactor_s
typedef struct
{
#if !defined LUNATIC
intptr_t *execPtr; // pointer to CON script for this tile, formerly actorscrptr
intptr_t *loadPtr; // pointer to load time CON script, formerly actorLoadEventScrPtr or something
#endif
projectile_t *proj;
projectile_t *defproj;
uint32_t flags; // formerly SpriteFlags, ActorType
@ -468,10 +409,6 @@ void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
#ifdef LUNATIC
int32_t G_ToggleWallInterpolation(int32_t w, int32_t doset);
#endif
#if KRANDDEBUG
# define ACTOR_INLINE __fastcall
# define ACTOR_INLINE_HEADER extern __fastcall

View file

@ -2017,8 +2017,6 @@ static int P_DisplayKnuckles(int knuckleShade)
return 1;
}
#if !defined LUNATIC
// Set C-CON's WEAPON and WORKSLIKE gamevars.
void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer)
{
Gv_SetVar(g_weaponVarID, pPlayer->curr_weapon, pPlayer->i, playerNum);
@ -2026,7 +2024,6 @@ void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer)
((unsigned)pPlayer->curr_weapon < MAX_WEAPONS) ? PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) : -1,
pPlayer->i, playerNum);
}
#endif
static void P_FireWeapon(int playerNum)
{