- more dead code removal.

SW really has a lot of leftover commented out code...
This commit is contained in:
Christoph Oelckers 2020-08-16 09:14:07 +02:00
parent af2c836e54
commit da38ad4554
2 changed files with 1 additions and 320 deletions

View file

@ -682,15 +682,6 @@ WeaponOK(PLAYERp pp)
WeaponNum = u->WeaponNum;
FindWeaponNum = u->WeaponNum;
//if (WeaponNum == WPN_HOTHEAD)
// {
//if (pp->WpnFlameType == 0)
// min_ammo = 1;
//else
// min_ammo = 10;
//min_ammo = DamageData[pp->WeaponType].min_ammo;
// }
//else
min_ammo = DamageData[WeaponNum].min_ammo;
// if ran out of ammo switch to something else
@ -698,13 +689,6 @@ WeaponOK(PLAYERp pp)
{
if (u->WeaponNum == WPN_UZI) pp->WpnUziType = 2; // Set it for retract
// Special HotHead check
//if (WeaponNum == WPN_HOTHEAD)
// {
// if (pp->WpnFlameType > 0 && pp->WpnAmmo[WeaponNum] > 0)
// return(TRUE);
// }
// Still got a nuke, it's ok.
if (WeaponNum == WPN_MICRO && pp->WpnRocketNuke)
{
@ -760,21 +744,12 @@ WeaponOK(PLAYERp pp)
//
//////////////////////////////////////////////////////////////////////////////////////////
#if 0
static short SwordAngTable[] =
{
48,
128,
256
};
#else
static short SwordAngTable[] =
{
82,
168,
256+64
};
#endif
short SwordAng = 0;
@ -2525,47 +2500,6 @@ PANEL_STATE ps_Uzi2Shell[] =
{ID_Uzi2Shell5, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[0], psf_Xflip, 0,0},
};
#if 0
void
SpawnUziShell(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp shell;
int i, rand_val;
if (psp->State && TEST(psp->State->flags, psf_Xflip))
{
// LEFT side
shell = pSpawnSprite(pp, ps_Uzi2Shell, PRI_BACK, 0, 0);
shell->x = psp->x - 8 - RANDOM_P2(8);
pSetState(shell, ps_Uzi2Shell + RANDOM_P2(2));
}
else
{
// RIGHT side
shell = pSpawnSprite(pp, ps_UziShell, PRI_BACK, 0, 0);
shell->x = psp->x + 4 + RANDOM_P2(8);
pSetState(shell, ps_UziShell + RANDOM_P2(2));
}
SET(shell->flags, PANF_WEAPON_SPRITE);
shell->y = shell->yorig = psp->y - tileHeight(psp->picndx) + 20;
shell->sin_ndx = 0;
shell->sin_amt = 13 + RANDOM_P2(8);
shell->sin_arc_speed = 3 + RANDOM_P2(2);
rand_val = RANDOM_P2(1024);
if (rand_val < 200)
shell->sin_amt = 34 + RANDOM_P2(16);
else if (rand_val < 400)
shell->sin_amt = 8 + RANDOM_P2(8);
else
shell->sin_amt = 13 + RANDOM_P2(8);
}
#endif
void
SpawnUziShell(PANEL_SPRITEp psp)
{
@ -2639,39 +2573,7 @@ void
SpawnShotgunShell(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
SpawnShell(pp->PlayerSprite,-4);
#if 0
typedef struct
{
short xoff, yoff, skip;
int lo_jump_speed, hi_jump_speed, lo_xspeed, hi_xspeed;
PANEL_STATEp state[2];
} PANEL_SHRAP, *PANEL_SHRAPp;
PANEL_SPRITEp shell;
static PANEL_SHRAP ShellShrap[] =
{
{0, 0, 0, FIXED(2,0), FIXED(4,0), FIXED(3,32000), FIXED(10,32000) },
};
PANEL_SHRAPp ss;
ss = &ShellShrap[0];
shell = pSpawnSprite(pp, ps_ShotgunShell, PRI_FRONT, 0, 0);
shell->x = psp->x + 25;
shell->y = shell->yorig = psp->y - tileHeight(psp->picndx) + 85;
shell->xspeed = ss->lo_xspeed + (RANDOM_RANGE((ss->hi_xspeed - ss->lo_xspeed)>>4) << 4);
SET(shell->flags, PANF_WEAPON_SPRITE);
shell->jump_speed = -ss->lo_jump_speed - (RANDOM_RANGE((ss->hi_jump_speed - ss->lo_jump_speed)>>4) << 4);
DoBeginPanelJump(shell);
#endif
}
void
@ -3282,20 +3184,9 @@ PANEL_STATE ps_RailFire[] =
{ID_RailCharge0, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[26], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[27], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[28], psf_ShadeNone, 0,0},
// {ID_RailCharge0, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[27], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[28], psf_ShadeNone, 0,0},
// {ID_RailCharge2, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[29], psf_ShadeNone, 0,0},
// {ID_RailCharge0, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[30], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[31], psf_ShadeNone, 0,0},
// {ID_RailCharge2, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[32], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[33], psf_ShadeNone, 0,0},
// {ID_RailCharge0, Rail_CHARGE_RATE+8, pRailAction, &ps_RailFire[34], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+8, pRailAction, &ps_RailFire[35], psf_ShadeNone, 0,0},
{ID_RailCharge0, Rail_ACTION_RATE, pRailRestTest, &ps_RailFire[29], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_ACTION_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
// {ID_RailFire1, Rail_ACTION_RATE, pRailRestTest, &ps_RailFire[27], psf_ShadeNone, 0,0},
// {ID_RailFire1, Rail_ACTION_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
};
PANEL_STATE ps_RailFireEMP[] =
@ -4153,30 +4044,6 @@ PANEL_STATE ps_MicroFire[] =
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[4], psf_ShadeHalf, 0,0},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[5], psf_ShadeNone|psf_QuickCall, 0,0},
#if 0
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[6], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[7], psf_ShadeNone},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[8], psf_ShadeHalf},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[9], psf_ShadeNone},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[10], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[11], psf_ShadeHalf},
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[12], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[13], psf_ShadeNone},
{ID_MicroFire2, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[14], psf_ShadeHalf},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[15], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[16], psf_ShadeHalf},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[17], psf_ShadeNone},
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[18], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[19], psf_ShadeNone},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[20], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[21], psf_ShadeHalf},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[22], psf_ShadeNone},
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[23], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[24], psf_ShadeNone},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[25], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire2, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[26], psf_ShadeHalf},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[27], psf_ShadeHalf},
#endif
// !JIM! After firing delay so rockets can't fire so fast!
// Putting a BIG blast radius for rockets, this is better than small and fast for this weap.
@ -4389,8 +4256,6 @@ pMicroHide(PANEL_SPRITEp psp)
SWBOOL
pMicroOverlays(PANEL_SPRITEp psp)
{
//#define MICRO_SIGHT_XOFF 29
//#define MICRO_SIGHT_YOFF -58
#define MICRO_SIGHT_XOFF 29
#define MICRO_SIGHT_YOFF -58
@ -4569,13 +4434,6 @@ pMicroFire(PANEL_SPRITEp psp)
InitRocket(psp->PlayerP);
break;
case 1:
#if 0
if (psp->PlayerP->WpnRocketHeat<=1)
{
// have no heat seakers so move back to regular
psp->PlayerP->WpnRocketType = 0;
}
#endif
if (psp->PlayerP->BunnyMode)
InitBunnyRocket(psp->PlayerP);
else
@ -4922,7 +4780,6 @@ void pHeartBlood(PANEL_SPRITEp);
#define HEART_BLOOD_RATE 10
#if 1
PANEL_STATE ps_HeartBlood[] =
{
{ID_HeartBlood0, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[1], 0,0,0},
@ -4946,15 +4803,6 @@ PANEL_STATE ps_HeartBloodSmall[] =
{ID_HeartBlood5, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[6], 0,0,0},
{ID_HeartBlood5, HEART_BLOOD_SMALL_RATE, pSuicide, &ps_HeartBlood[6], 0,0,0},
};
#else
PANEL_STATE ps_HeartBlood[] =
{
{ID_HeartBlood0, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[1], 0,0,0},
{ID_HeartBlood1, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[2], 0,0,0},
{ID_HeartBlood2, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[3], 0,0,0},
{ID_HeartBlood3, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[0], 0,0,0},
};
#endif
void
SpawnHeartBlood(PANEL_SPRITEp psp)
@ -5942,19 +5790,13 @@ pChopsRetract(PANEL_SPRITEp psp)
// 100 Armor + Shadow Spell ACTIVE, BLOCK 5 secs, DUCK, ATTACK
//
//////////////////////////////////////////////////////////////////////////////////////////
#if 1
static short FistAngTable[] =
{
82,
168,
256+64
};
#else
static short FistAngTable[] =
{
256+128,
};
#endif
short FistAng = 0;
@ -6061,22 +5903,6 @@ PANEL_STATE ps_Fist2Hide[] =
{ID_Fist2Present0, Fist_BEAT_RATE, pFistHide, &ps_Fist2Hide[0], 0,0,0}
};
#if 0
PANEL_STATE ps_PresentFist3[] =
{
{ID_Fist3Present0, Fist_BEAT_RATE, pFistPresent, &ps_PresentFist3[0]}
};
PANEL_STATE ps_Fist3Rest[] =
{
{ID_Fist3Present0, Fist_BEAT_RATE, pFistRest, &ps_Fist3Rest[0]}
};
PANEL_STATE ps_Fist3Hide[] =
{
{ID_Fist3Present0, Fist_BEAT_RATE, pFistHide, &ps_Fist3Hide[0]}
};
#endif
#define FIST_PAUSE_TICS 6
#define FIST_SLIDE_TICS 6
@ -6342,26 +6168,9 @@ pFistSlideDown(PANEL_SPRITEp psp)
}
else
{
//if (RANDOM_RANGE(1000) > 300)
// {
pSetState(psp, ps_FistSwing+(psp->State - psp->ActionState)+1);
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
//pStatePlusOne(psp);
// }else
// {
//if (RANDOM_RANGE(1000) > 400)
// {
// pSetState(psp, ps_Fist3Swing+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Fist3Swing;
// psp->PlayerP->WpnKungFuMove = 1;
// } else
// {
// pSetState(psp, ps_Kick+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Kick;
// psp->PlayerP->WpnKungFuMove = 2;
// }
// }
}
psp->x = FISTR_XOFF+100;
@ -6451,15 +6260,8 @@ pFistSlideDownR(PANEL_SPRITEp psp)
if (RANDOM_RANGE(1000) > 500)
{
//if(RANDOM_RANGE(1000) > 300)
// {
psp->ActionState = ps_FistSwing+5;
psp->PlayerP->WpnKungFuMove = 0;
// } else
// {
// psp->ActionState = ps_Fist3Swing+5;
// psp->PlayerP->WpnKungFuMove = 1;
// }
pSetState(psp, psp->ActionState);
psp->x = FISTR_XOFF+100;
@ -6473,24 +6275,9 @@ pFistSlideDownR(PANEL_SPRITEp psp)
}
else
{
//if (psp->ActionState == ps_FistSwing && RANDOM_RANGE(1000) > 300)
// {
pSetState(psp, ps_FistSwing+(psp->State - psp->ActionState)+1);
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
//pStatePlusOne(psp);
// }else
//if (RANDOM_RANGE(1000) > 400)
// {
// pSetState(psp, ps_Fist3Swing+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Fist3Swing;
// psp->PlayerP->WpnKungFuMove = 1;
// } else
// {
// pSetState(psp, ps_Kick+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Kick;
// psp->PlayerP->WpnKungFuMove = 2;
// }
}
psp->x = FIST_XOFF;
@ -6578,34 +6365,8 @@ pFistRest(PANEL_SPRITEp psp)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
#if 0
if (!TEST(psp->PlayerP->Flags, PF_JUMPING) && RANDOM_RANGE(1000) > 300)
{
//if (TEST_SYNC_KEY(psp->PlayerP, SK_OPERATE))
// {
// psp->ActionState = ps_Fist2Swing;
// psp->PlayerP->WpnKungFuMove = 3;
// } else
if (RANDOM_RANGE(1000) > 500)
{
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
}
else
{
psp->ActionState = ps_Fist3Swing;
psp->PlayerP->WpnKungFuMove = 1;
}
}
else
{
psp->ActionState = ps_Kick;
psp->PlayerP->WpnKungFuMove = 2;
}
#else
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
#endif
pSetState(psp, psp->ActionState);

View file

@ -632,21 +632,6 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
}
}
#if 0
SWBOOL
FAF_ConnectCeiling(short sectnum)
{
return sector[sectnum].ceilingpicnum == FAF_MIRROR_PIC;
}
SWBOOL
FAF_ConnectFloor(short sectnum)
{
return sector[sectnum].floorpicnum == FAF_MIRROR_PIC;
}
#endif
// doesn't work for blank pics
SWBOOL
PicInView(short tile_num, SWBOOL reset)
@ -692,71 +677,6 @@ SetupMirrorTiles(void)
}
}
//This function is like updatesector, but it takes a z-coordinate in addition
// to help it get the right sector when there's overlapping. (I may be
// adding this function to the engine or making the standard updatesector
// use z's. Until then, use this. )
#if 0
void
updatesectorz(int x, int y, int z, short *sectnum)
{
walltype *wal;
int i, j, cz, fz;
ASSERT(*sectnum >=0 && *sectnum <= MAXSECTORS);
getzsofslope(*sectnum, x, y, &cz, &fz);
// go ahead and check the current sector
if ((z >= cz) && (z <= fz))
if (inside(x, y, *sectnum) != 0)
return;
// Test the sectors immediately around your current sector
if ((*sectnum >= 0) && (*sectnum < numsectors))
{
wal = &wall[sector[*sectnum].wallptr];
j = sector[*sectnum].wallnum;
do
{
i = wal->nextsector;
if (i >= 0)
{
getzsofslope(i, x, y, &cz, &fz);
if ((z >= cz) && (z <= fz))
{
if (inside(x, y, (short) i) == 1)
{
*sectnum = i;
return;
}
}
}
wal++;
j--;
}
while (j != 0);
}
// didn't find it yet so test ALL sectors
for (i = numsectors - 1; i >= 0; i--)
{
getzsofslope(i, x, y, &cz, &fz);
if ((z >= cz) && (z <= fz))
{
if (inside(x, y, (short) i) == 1)
{
*sectnum = i;
return;
}
}
}
*sectnum = -1;
}
#endif
short GlobStackSect[2];
void