- SW: removed unused SpawnUnderSplash function.

This commit is contained in:
Christoph Oelckers 2021-11-14 15:44:28 +01:00
parent 01abe7b2ac
commit 78e0719eca

View file

@ -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 = &sector[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;