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- deleted several unused functions.
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5 changed files with 0 additions and 66 deletions
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@ -135,12 +135,6 @@ void CFX::remove(DBloodActor* actor)
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//
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//---------------------------------------------------------------------------
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, int x, int y, int z, unsigned int a6)
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{
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DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
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return fxSpawnActor(nFx, pSector, pos, a6);
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}
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& pos, DAngle a6)
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{
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return fxSpawnActor(nFx, pSector, pos, a6.Buildang());
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@ -93,7 +93,6 @@ class CFX {
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public:
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void destroy(DBloodActor*);
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void remove(DBloodActor*);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, int c, int d, int e, unsigned int f);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, unsigned int f);
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void fxProcess(void);
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@ -212,45 +212,6 @@ bool CheckProximityWall(walltype* pWall, const DVector2& pos, int nDist)
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//
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//---------------------------------------------------------------------------
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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)
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{
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int dX = x1 - x2;
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int dY = y1 - y2;
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int dZ = z1 - z2;
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int side = wdx * dY - wdy * dX;
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int dX2 = x1 - wx;
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int dY2 = y1 - wy;
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int check1 = dX2 * dY - dY2 * dX;
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int check2 = wdx * dY2 - wdy * dX2;
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if (side >= 0)
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{
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if (!side)
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return 0;
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if (check1 < 0)
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return 0;
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if (check2 < 0 || check2 >= side)
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return 0;
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}
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else
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{
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if (check1 > 0)
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return 0;
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if (check2 > 0 || check2 <= side)
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return 0;
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}
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int nScale = DivScale(check2, side, 16);
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*ix = x1 + MulScale(dX, nScale, 16);
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*iy = y1 + MulScale(dY, nScale, 16);
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*iz = z1 + MulScale(dZ, nScale, 16);
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return 1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int HitScan(DBloodActor* actor, double z, const DVector3& vect, unsigned int nMask, double nRange)
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{
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assert(actor != nullptr);
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@ -33,25 +33,10 @@ enum {
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bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist);
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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);
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int HitScan(DBloodActor* pSprite, double z, const DVector3& pos, unsigned int nMask, double range = 0);
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[[deprecated]]
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inline int HitScan_(DBloodActor* pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8)
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{
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return HitScan(pSprite, z * zinttoworld, DVector3(dx, dy, dz) * inttoworld, nMask, a8);
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}
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[[deprecated]]
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inline int HitScan_(DBloodActor* pSprite, double z, int dx, int dy, int dz, unsigned int nMask, int a8)
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{
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return HitScan(pSprite, z, DVector3(dx, dy, dz) * inttoworld, nMask, a8);
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}
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int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac);
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void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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[[deprecated]] // take care of this together with the engines clipmove.
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@ -51,11 +51,6 @@ void sndTerm(void);
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void sndInit(void);
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void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector);
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inline void sfxPlay3DSound(int x, int y, int z, int soundId, sectortype* pSector)
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{
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DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
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sfxPlay3DSound(pos, soundId, pSector);
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}
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void sfxPlay3DSound(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0);
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void sfxPlay3DSoundCP(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
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void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1);
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