- deleted several unused functions.

This commit is contained in:
Christoph Oelckers 2022-09-29 14:04:34 +02:00
parent 7684b64b28
commit f3bae2b0b8
5 changed files with 0 additions and 66 deletions

View file

@ -135,12 +135,6 @@ void CFX::remove(DBloodActor* actor)
//
//---------------------------------------------------------------------------
DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, int x, int y, int z, unsigned int a6)
{
DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
return fxSpawnActor(nFx, pSector, pos, a6);
}
DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& pos, DAngle a6)
{
return fxSpawnActor(nFx, pSector, pos, a6.Buildang());

View file

@ -93,7 +93,6 @@ class CFX {
public:
void destroy(DBloodActor*);
void remove(DBloodActor*);
DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, int c, int d, int e, unsigned int f);
DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f);
DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, unsigned int f);
void fxProcess(void);

View file

@ -212,45 +212,6 @@ bool CheckProximityWall(walltype* pWall, const DVector2& pos, int nDist)
//
//---------------------------------------------------------------------------
bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int* ix, int* iy, int* iz)
{
int dX = x1 - x2;
int dY = y1 - y2;
int dZ = z1 - z2;
int side = wdx * dY - wdy * dX;
int dX2 = x1 - wx;
int dY2 = y1 - wy;
int check1 = dX2 * dY - dY2 * dX;
int check2 = wdx * dY2 - wdy * dX2;
if (side >= 0)
{
if (!side)
return 0;
if (check1 < 0)
return 0;
if (check2 < 0 || check2 >= side)
return 0;
}
else
{
if (check1 > 0)
return 0;
if (check2 > 0 || check2 <= side)
return 0;
}
int nScale = DivScale(check2, side, 16);
*ix = x1 + MulScale(dX, nScale, 16);
*iy = y1 + MulScale(dY, nScale, 16);
*iz = z1 + MulScale(dZ, nScale, 16);
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int HitScan(DBloodActor* actor, double z, const DVector3& vect, unsigned int nMask, double nRange)
{
assert(actor != nullptr);

View file

@ -33,25 +33,10 @@ enum {
bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist);
bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int* ix, int* iy, int* iz);
int HitScan(DBloodActor* pSprite, double z, const DVector3& pos, unsigned int nMask, double range = 0);
[[deprecated]]
inline int HitScan_(DBloodActor* pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8)
{
return HitScan(pSprite, z * zinttoworld, DVector3(dx, dy, dz) * inttoworld, nMask, a8);
}
[[deprecated]]
inline int HitScan_(DBloodActor* pSprite, double z, int dx, int dy, int dz, unsigned int nMask, int a8)
{
return HitScan(pSprite, z, DVector3(dx, dy, dz) * inttoworld, nMask, a8);
}
int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac);
void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
[[deprecated]] // take care of this together with the engines clipmove.

View file

@ -51,11 +51,6 @@ void sndTerm(void);
void sndInit(void);
void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector);
inline void sfxPlay3DSound(int x, int y, int z, int soundId, sectortype* pSector)
{
DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
sfxPlay3DSound(pos, soundId, pSector);
}
void sfxPlay3DSound(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0);
void sfxPlay3DSoundCP(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1);