diff --git a/source/duke3d/src/actors.h b/source/duke3d/src/actors.h index c648fe411..d0c6efc09 100644 --- a/source/duke3d/src/actors.h +++ b/source/duke3d/src/actors.h @@ -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. // : 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 diff --git a/source/duke3d/src/player.cpp b/source/duke3d/src/player.cpp index c559761c3..8f4891555 100644 --- a/source/duke3d/src/player.cpp +++ b/source/duke3d/src/player.cpp @@ -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) {