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sw/src/weapon.cpp: Comment out unused MissileSeek and ComboMissileSeek
params, but leave them for documentation. Note that currently, the only use of ComboMissileSeek is in the saveable_weapon_code array. git-svn-id: https://svn.eduke32.com/eduke32@8698 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 7 additions and 7 deletions
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@ -8281,7 +8281,7 @@ int PickEnemyTarget(SPRITEp sp, short aware_range)
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}
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int
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MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit)
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MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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{
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SPRITEp sp = &sprite[Weapon];
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USERp u = User[Weapon];
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@ -8364,7 +8364,7 @@ MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dan
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// combination of vector manipulation
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int
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ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit)
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ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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{
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SPRITEp sp = &sprite[Weapon];
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USERp u = User[Weapon];
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@ -8700,8 +8700,8 @@ DoPlasma(int16_t Weapon)
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oy = sp->y;
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oz = sp->z;
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//MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit)
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//MissileSeek(Weapon, 20, 1024, 6, 80, 6);
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//MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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//MissileSeek(Weapon, 20, 1024/*, 6, 80, 6*/);
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DoBlurExtend(Weapon, 0, 4);
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dax = MOVEx(sp->xvel, sp->ang);
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@ -10194,7 +10194,7 @@ DoRocket(int16_t Weapon)
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if (TEST(u->Flags, SPR_FIND_PLAYER))
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{
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//MissileSeek(Weapon, 10, 768, 3, 48, 6);
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//MissileSeek(Weapon, 10, 768/*, 3, 48, 6*/);
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VectorMissileSeek(Weapon, 30, 16, 128, 768);
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}
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@ -10486,7 +10486,7 @@ DoBoltSeeker(int16_t Weapon)
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USERp u = User[Weapon];
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int32_t dax, day, daz;
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MissileSeek(Weapon, 30, 768, 4, 48, 6);
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MissileSeek(Weapon, 30, 768/*, 4, 48, 6*/);
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DoBlurExtend(Weapon, 0, 4);
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dax = MOVEx(sp->xvel, sp->ang);
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@ -10537,7 +10537,7 @@ DoElectro(int16_t Weapon)
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// only seek on Electro's after a hit on an actor
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if (u->Counter > 0)
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MissileSeek(Weapon, 30, 512, 3, 52, 2);
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MissileSeek(Weapon, 30, 512/*, 3, 52, 2*/);
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dax = MOVEx(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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