- Exhumed: Mark unused function arguments in standard C++ fashion.

This commit is contained in:
Christoph Oelckers 2020-08-28 11:02:13 +02:00
parent 84e54e4fdb
commit 747dac6c41
10 changed files with 18 additions and 18 deletions

View file

@ -144,7 +144,7 @@ int BuildBubble(int x, int y, int z, short nSector)
return nBubble | 0x140000; return nBubble | 0x140000;
} }
void FuncBubble(int a, int UNUSED(b), int nRun) void FuncBubble(int a, int, int nRun)
{ {
short nBubble = RunData[nRun].nVal; short nBubble = RunData[nRun].nVal;
assert(nBubble >= 0 && nBubble < kMaxBubbles); assert(nBubble >= 0 && nBubble < kMaxBubbles);

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@ -534,7 +534,7 @@ void SetBulletEnemy(short nBullet, short nEnemy)
} }
} }
int BuildBullet(short nSprite, int nType, int UNUSED(ebx), int UNUSED(ecx), int val1, int nAngle, int val2, int val3) int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int val2, int val3)
{ {
Bullet sBullet; Bullet sBullet;
bulletInfo *pBulletInfo = &BulletInfo[nType]; bulletInfo *pBulletInfo = &BulletInfo[nType];
@ -785,7 +785,7 @@ int BuildBullet(short nSprite, int nType, int UNUSED(ebx), int UNUSED(ecx), int
return nBulletSprite | (nBullet << 16); return nBulletSprite | (nBullet << 16);
} }
void FuncBullet(int a, int UNUSED(b), int nRun) void FuncBullet(int a, int, int nRun)
{ {
short nBullet = RunData[nRun].nVal; short nBullet = RunData[nRun].nVal;
assert(nBullet >= 0 && nBullet < kMaxBullets); assert(nBullet >= 0 && nBullet < kMaxBullets);

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@ -142,7 +142,7 @@ void BuildBlood(int x, int y, int z, short nSector)
BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128); BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128);
} }
void FuncFishLimb(int a, int UNUSED(nDamage), int nRun) void FuncFishLimb(int a, int, int nRun)
{ {
short nFish = RunData[nRun].nVal; short nFish = RunData[nRun].nVal;
short nSprite = FishChunk[nFish].nSprite; short nSprite = FishChunk[nFish].nSprite;

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@ -94,7 +94,7 @@ void BounceGrenade(short nGrenade, short nAngle)
D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite); D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite);
} }
int ThrowGrenade(short nPlayer, int UNUSED(edx), int UNUSED(ebx), int ecx, int push1) int ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
{ {
if (nPlayerGrenade[nPlayer] < 0) if (nPlayerGrenade[nPlayer] < 0)
return -1; return -1;
@ -265,7 +265,7 @@ void ExplodeGrenade(short nGrenade)
DestroyGrenade(nGrenade); DestroyGrenade(nGrenade);
} }
void FuncGrenade(int a, int UNUSED(nDamage), int nRun) void FuncGrenade(int a, int, int nRun)
{ {
short nGrenade = RunData[nRun].nVal; short nGrenade = RunData[nRun].nVal;
assert(nGrenade >= 0 && nGrenade < kMaxGrenades); assert(nGrenade >= 0 && nGrenade < kMaxGrenades);

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@ -99,7 +99,7 @@ int BuildLavaLimb(int nSprite, int edx, int ebx)
return nLimbSprite; return nLimbSprite;
} }
void FuncLavaLimb(int a, int UNUSED(nDamage), int nRun) void FuncLavaLimb(int a, int, int nRun)
{ {
short nSprite = RunData[nRun].nVal; short nSprite = RunData[nRun].nVal;
assert(nSprite >= 0 && nSprite < kMaxSprites); assert(nSprite >= 0 && nSprite < kMaxSprites);
@ -140,7 +140,7 @@ void FuncLavaLimb(int a, int UNUSED(nDamage), int nRun)
} }
} }
int BuildLava(short nSprite, int x, int y, int UNUSED(z), short nSector, short nAngle, int nChannel) int BuildLava(short nSprite, int x, int y, int, short nSector, short nAngle, int nChannel)
{ {
short nLava = LavaCount; short nLava = LavaCount;
LavaCount++; LavaCount++;

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@ -773,7 +773,7 @@ void SetTorch(int nPlayer, int bTorchOnOff)
StatusMessage(150, buf); StatusMessage(150, buf);
} }
void BuildFlash(short nPlayer, short UNUSED(nSector), int nVal) void BuildFlash(short nPlayer, short, int nVal)
{ {
if (nPlayer == nLocalPlayer) if (nPlayer == nLocalPlayer)
{ {

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@ -314,7 +314,7 @@ int BelowNear(short nSprite)
} }
} }
int movespritez(short nSprite, int z, int height, int UNUSED(flordist), int clipdist) int movespritez(short nSprite, int z, int height, int, int clipdist)
{ {
spritetype* pSprite = &sprite[nSprite]; spritetype* pSprite = &sprite[nSprite];
short nSector = pSprite->sectnum; short nSector = pSprite->sectnum;
@ -492,7 +492,7 @@ int GetSpriteHeight(int nSprite)
return tilesiz[sprite[nSprite].picnum].y * sprite[nSprite].yrepeat * 4; return tilesiz[sprite[nSprite].picnum].y * sprite[nSprite].yrepeat * 4;
} }
int movesprite(short nSprite, int dx, int dy, int dz, int UNUSED(ceildist), int flordist, unsigned int clipmask) int movesprite(short nSprite, int dx, int dy, int dz, int, int flordist, unsigned int clipmask)
{ {
spritetype *pSprite = &sprite[nSprite]; spritetype *pSprite = &sprite[nSprite];
bTouchFloor = false; bTouchFloor = false;

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@ -559,7 +559,7 @@ void StartElevSound(short nSprite, int nVal)
D3PlayFX(StaticSound[nSound], nSprite); D3PlayFX(StaticSound[nSound], nSprite);
} }
void FuncElev(int a, int UNUSED(b), int nRun) void FuncElev(int a, int, int nRun)
{ {
short nElev = RunData[nRun].nVal; short nElev = RunData[nRun].nVal;
assert(nElev >= 0 && nElev < kMaxElevs); assert(nElev >= 0 && nElev < kMaxElevs);
@ -815,7 +815,7 @@ int BuildWallFace(short nChannel, short nWall, int nCount, ...)
return WallFaceCount | 0x70000; return WallFaceCount | 0x70000;
} }
void FuncWallFace(int a, int UNUSED(b), int nRun) void FuncWallFace(int a, int, int nRun)
{ {
int nWallFace = RunData[nRun].nVal; int nWallFace = RunData[nRun].nVal;
assert(nWallFace >= 0 && nWallFace < kMaxWallFace); assert(nWallFace >= 0 && nWallFace < kMaxWallFace);
@ -972,7 +972,7 @@ int BuildSlide(int nChannel, int nStartWall, int ebx, int ecx, int nWall2, int n
return nSlide | 0x80000; return nSlide | 0x80000;
} }
void FuncSlide(int a, int UNUSED(b), int nRun) void FuncSlide(int a, int, int nRun)
{ {
int nSlide = RunData[nRun].nVal; int nSlide = RunData[nRun].nVal;
assert(nSlide >= 0 && nSlide < kMaxSlides); assert(nSlide >= 0 && nSlide < kMaxSlides);
@ -1219,7 +1219,7 @@ int BuildTrap(int nSprite, int edx, int ebx, int ecx)
} }
} }
void FuncTrap(int a, int UNUSED(b), int nRun) void FuncTrap(int a, int, int nRun)
{ {
short nTrap = RunData[nRun].nVal; short nTrap = RunData[nRun].nVal;
short nSprite = sTrap[nTrap].nSprite; short nSprite = sTrap[nTrap].nSprite;
@ -1408,7 +1408,7 @@ int BuildSpark(int nSprite, int nVal)
return var_14; return var_14;
} }
void FuncSpark(int a, int UNUSED(b), int nRun) void FuncSpark(int a, int, int nRun)
{ {
int nSprite = RunData[nRun].nVal; int nSprite = RunData[nRun].nVal;
assert(nSprite >= 0 && nSprite < kMaxSprites); assert(nSprite >= 0 && nSprite < kMaxSprites);

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@ -149,7 +149,7 @@ void MoveRaToEnemy(short nPlayer)
} }
} }
void FuncRa(int a, int UNUSED(nDamage), int nRun) void FuncRa(int a, int, int nRun)
{ {
short nPlayer = RunData[nRun].nVal; short nPlayer = RunData[nRun].nVal;
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon; short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;

View file

@ -307,7 +307,7 @@ int FindSnakeEnemy(short nSnake)
return nEnemy; return nEnemy;
} }
void FuncSnake(int a, int UNUSED(nDamage), int nRun) void FuncSnake(int a, int, int nRun)
{ {
int nMessage = a & kMessageMask; int nMessage = a & kMessageMask;