mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-19 23:51:01 +00:00
- SW: removed unused SpawnUnderSplash function.
This commit is contained in:
parent
01abe7b2ac
commit
78e0719eca
1 changed files with 2 additions and 39 deletions
|
@ -10688,8 +10688,8 @@ SpawnBasicExp(int16_t Weapon)
|
|||
|
||||
void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum], ep;
|
||||
USERp u = User[SpriteNum].Data(), eu;
|
||||
SPRITEp sp = &sprite[SpriteNum], ep = nullptr;
|
||||
USERp u = User[SpriteNum].Data(), eu = nullptr;
|
||||
|
||||
if (TEST(u->Flags, SPR_UNDERWATER))
|
||||
return;
|
||||
|
@ -19747,42 +19747,6 @@ SpawnSplashXY(int hit_x, int hit_y, int hit_z, short sectnum)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int
|
||||
SpawnUnderSplash(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum].Data(), wu;
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP, wp;
|
||||
short w;
|
||||
|
||||
SECT_USERp sectu = SectUser[sp->sectnum].Data();
|
||||
SECTORp sectp = §or[sp->sectnum];
|
||||
|
||||
return 0;
|
||||
|
||||
if (Prediction)
|
||||
return 0;
|
||||
|
||||
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_NONE))
|
||||
return 0;
|
||||
|
||||
DoActorZrange(SpriteNum);
|
||||
MissileWaterAdjust(SpriteNum);
|
||||
|
||||
w = SpawnSprite(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->hiz, sp->ang, 0);
|
||||
wp = &sprite[w];
|
||||
wu = User[w].Data();
|
||||
|
||||
if (sectu && TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
|
||||
wu->spal = wp->pal = PALETTE_RED_LIGHTING;
|
||||
|
||||
wp->xrepeat = 72;
|
||||
wp->yrepeat = 90;
|
||||
wp->shade = sector[sp->sectnum].floorshade - 10;
|
||||
SET(wp->cstat, CSTAT_SPRITE_YFLIP);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool
|
||||
MissileHitDiveArea(short SpriteNum)
|
||||
{
|
||||
|
@ -19821,7 +19785,6 @@ MissileHitDiveArea(short SpriteNum)
|
|||
SET(u->Flags, SPR_UNDERWATER);
|
||||
SpawnSplash(short(sp - sprite));
|
||||
SpriteWarpToUnderwater(sp);
|
||||
//SpawnUnderSplash(sp - sprite);
|
||||
SetCollision(u, 0);
|
||||
PlaySound(DIGI_PROJECTILEWATERHIT, sp, v3df_none);
|
||||
return true;
|
||||
|
|
Loading…
Reference in a new issue