source/duke3d/src/gamevars.cpp: Remove POSTADDWEAPONVAR, since this

is a no-op in non-LUNATIC builds, which will be the only ones to stay.
This commit is contained in:
NY00123 2020-05-17 21:04:30 +03:00 committed by Christoph Oelckers
parent fe020facf9
commit 6a4960c774

View file

@ -1076,16 +1076,6 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
} while (0) } while (0)
#endif #endif
// After CON translation, get not-overridden members from weapondefaults[] back
// into the live arrays! (That is, g_playerWeapon[][] for Lunatic, WEAPONx_*
// gamevars on the CON side in C-CON.)
#ifdef LUNATIC
# define POSTADDWEAPONVAR(Weapidx, Membname) ADDWEAPONVAR(Weapidx, Membname)
#else
// NYI
# define POSTADDWEAPONVAR(Weapidx, Membname) do {} while (0)
#endif
// Finish a default weapon member after CON translation. If it was not // Finish a default weapon member after CON translation. If it was not
// overridden from CON itself (see example at g_weaponOverridden[]), we set // overridden from CON itself (see example at g_weaponOverridden[]), we set
// both the weapondefaults[] entry (probably dead by now) and the live value. // both the weapondefaults[] entry (probably dead by now) and the live value.
@ -1093,7 +1083,6 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
if (!g_weaponOverridden[i].Membname) \ if (!g_weaponOverridden[i].Membname) \
{ \ { \
weapondefaults[i].Membname = G_StaticToDynamic##What(weapondefaults[i].Membname); \ weapondefaults[i].Membname = G_StaticToDynamic##What(weapondefaults[i].Membname); \
POSTADDWEAPONVAR(i, Membname); \
} \ } \
} while (0) } while (0)
@ -1120,7 +1109,6 @@ void Gv_FinalizeWeaponDefaults(void)
#undef FINISH_WEAPON_DEFAULT_SOUND #undef FINISH_WEAPON_DEFAULT_SOUND
#undef FINISH_WEAPON_DEFAULT_TILE #undef FINISH_WEAPON_DEFAULT_TILE
#undef FINISH_WEAPON_DEFAULT_X #undef FINISH_WEAPON_DEFAULT_X
#undef POSTADDWEAPONVAR
static int32_t lastvisinc; static int32_t lastvisinc;