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https://github.com/ZDoom/raze-gles.git
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- Exhumed: Mark unused function arguments in standard C++ fashion.
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parent
84e54e4fdb
commit
747dac6c41
10 changed files with 18 additions and 18 deletions
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@ -144,7 +144,7 @@ int BuildBubble(int x, int y, int z, short nSector)
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return nBubble | 0x140000;
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}
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void FuncBubble(int a, int UNUSED(b), int nRun)
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void FuncBubble(int a, int, int nRun)
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{
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short nBubble = RunData[nRun].nVal;
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assert(nBubble >= 0 && nBubble < kMaxBubbles);
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@ -534,7 +534,7 @@ void SetBulletEnemy(short nBullet, short nEnemy)
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}
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}
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int BuildBullet(short nSprite, int nType, int UNUSED(ebx), int UNUSED(ecx), int val1, int nAngle, int val2, int val3)
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int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int val2, int val3)
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{
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Bullet sBullet;
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bulletInfo *pBulletInfo = &BulletInfo[nType];
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@ -785,7 +785,7 @@ int BuildBullet(short nSprite, int nType, int UNUSED(ebx), int UNUSED(ecx), int
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return nBulletSprite | (nBullet << 16);
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}
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void FuncBullet(int a, int UNUSED(b), int nRun)
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void FuncBullet(int a, int, int nRun)
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{
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short nBullet = RunData[nRun].nVal;
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assert(nBullet >= 0 && nBullet < kMaxBullets);
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@ -142,7 +142,7 @@ void BuildBlood(int x, int y, int z, short nSector)
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BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128);
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}
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void FuncFishLimb(int a, int UNUSED(nDamage), int nRun)
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void FuncFishLimb(int a, int, int nRun)
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{
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short nFish = RunData[nRun].nVal;
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short nSprite = FishChunk[nFish].nSprite;
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@ -94,7 +94,7 @@ void BounceGrenade(short nGrenade, short nAngle)
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D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite);
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}
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int ThrowGrenade(short nPlayer, int UNUSED(edx), int UNUSED(ebx), int ecx, int push1)
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int ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
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{
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if (nPlayerGrenade[nPlayer] < 0)
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return -1;
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@ -265,7 +265,7 @@ void ExplodeGrenade(short nGrenade)
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DestroyGrenade(nGrenade);
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}
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void FuncGrenade(int a, int UNUSED(nDamage), int nRun)
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void FuncGrenade(int a, int, int nRun)
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{
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short nGrenade = RunData[nRun].nVal;
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assert(nGrenade >= 0 && nGrenade < kMaxGrenades);
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@ -99,7 +99,7 @@ int BuildLavaLimb(int nSprite, int edx, int ebx)
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return nLimbSprite;
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}
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void FuncLavaLimb(int a, int UNUSED(nDamage), int nRun)
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void FuncLavaLimb(int a, int, int nRun)
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{
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short nSprite = RunData[nRun].nVal;
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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@ -140,7 +140,7 @@ void FuncLavaLimb(int a, int UNUSED(nDamage), int nRun)
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}
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}
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int BuildLava(short nSprite, int x, int y, int UNUSED(z), short nSector, short nAngle, int nChannel)
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int BuildLava(short nSprite, int x, int y, int, short nSector, short nAngle, int nChannel)
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{
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short nLava = LavaCount;
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LavaCount++;
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@ -773,7 +773,7 @@ void SetTorch(int nPlayer, int bTorchOnOff)
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StatusMessage(150, buf);
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}
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void BuildFlash(short nPlayer, short UNUSED(nSector), int nVal)
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void BuildFlash(short nPlayer, short, int nVal)
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{
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if (nPlayer == nLocalPlayer)
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{
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@ -314,7 +314,7 @@ int BelowNear(short nSprite)
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}
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}
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int movespritez(short nSprite, int z, int height, int UNUSED(flordist), int clipdist)
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int movespritez(short nSprite, int z, int height, int, int clipdist)
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{
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spritetype* pSprite = &sprite[nSprite];
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short nSector = pSprite->sectnum;
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@ -492,7 +492,7 @@ int GetSpriteHeight(int nSprite)
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return tilesiz[sprite[nSprite].picnum].y * sprite[nSprite].yrepeat * 4;
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}
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int movesprite(short nSprite, int dx, int dy, int dz, int UNUSED(ceildist), int flordist, unsigned int clipmask)
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int movesprite(short nSprite, int dx, int dy, int dz, int, int flordist, unsigned int clipmask)
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{
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spritetype *pSprite = &sprite[nSprite];
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bTouchFloor = false;
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@ -559,7 +559,7 @@ void StartElevSound(short nSprite, int nVal)
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D3PlayFX(StaticSound[nSound], nSprite);
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}
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void FuncElev(int a, int UNUSED(b), int nRun)
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void FuncElev(int a, int, int nRun)
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{
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short nElev = RunData[nRun].nVal;
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assert(nElev >= 0 && nElev < kMaxElevs);
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@ -815,7 +815,7 @@ int BuildWallFace(short nChannel, short nWall, int nCount, ...)
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return WallFaceCount | 0x70000;
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}
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void FuncWallFace(int a, int UNUSED(b), int nRun)
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void FuncWallFace(int a, int, int nRun)
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{
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int nWallFace = RunData[nRun].nVal;
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assert(nWallFace >= 0 && nWallFace < kMaxWallFace);
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@ -972,7 +972,7 @@ int BuildSlide(int nChannel, int nStartWall, int ebx, int ecx, int nWall2, int n
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return nSlide | 0x80000;
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}
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void FuncSlide(int a, int UNUSED(b), int nRun)
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void FuncSlide(int a, int, int nRun)
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{
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int nSlide = RunData[nRun].nVal;
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assert(nSlide >= 0 && nSlide < kMaxSlides);
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@ -1219,7 +1219,7 @@ int BuildTrap(int nSprite, int edx, int ebx, int ecx)
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}
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}
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void FuncTrap(int a, int UNUSED(b), int nRun)
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void FuncTrap(int a, int, int nRun)
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{
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short nTrap = RunData[nRun].nVal;
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short nSprite = sTrap[nTrap].nSprite;
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@ -1408,7 +1408,7 @@ int BuildSpark(int nSprite, int nVal)
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return var_14;
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}
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void FuncSpark(int a, int UNUSED(b), int nRun)
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void FuncSpark(int a, int, int nRun)
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{
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int nSprite = RunData[nRun].nVal;
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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@ -149,7 +149,7 @@ void MoveRaToEnemy(short nPlayer)
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}
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}
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void FuncRa(int a, int UNUSED(nDamage), int nRun)
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void FuncRa(int a, int, int nRun)
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{
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short nPlayer = RunData[nRun].nVal;
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short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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@ -307,7 +307,7 @@ int FindSnakeEnemy(short nSnake)
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return nEnemy;
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}
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void FuncSnake(int a, int UNUSED(nDamage), int nRun)
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void FuncSnake(int a, int, int nRun)
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{
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int nMessage = a & kMessageMask;
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