- Remove Item from StateCallData, since it isn't read anywhere.

SVN r3766 (trunk)
This commit is contained in:
Randy Heit 2012-07-15 23:00:16 +00:00
parent dac802d28a
commit fdc6a03125
2 changed files with 2 additions and 2 deletions

View file

@ -363,7 +363,6 @@ int MatchString (const char *in, const char **strings);
struct StateCallData
{
FState *State;
AActor *Item;
bool Result;
};

View file

@ -100,7 +100,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
bool result = false;
int counter = 0;
StateCall.Item = this;
while (State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
@ -2618,6 +2617,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
// A_CheckCeiling
// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
{
@ -4192,6 +4192,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
//==========================================================================
//
// ACS_Named* stuff
//
// These are exactly like their un-named line special equivalents, except
// they take strings instead of integers to indicate which script to run.