- deleted a bit more unused code.

# Conflicts:
#	source/games/duke/src/zz_config.cpp
This commit is contained in:
Christoph Oelckers 2020-05-20 19:29:25 +02:00
parent 10976e3865
commit ed9b418db7
7 changed files with 28 additions and 156 deletions

View file

@ -1319,6 +1319,9 @@ extern int32_t rintersect(int32_t x1, int32_t y1, int32_t z1,
int32_t x3, int32_t y3, int32_t x4, int32_t y4,
int32_t *intx, int32_t *inty, int32_t *intz);
void markTileForPrecache(int tilenum, int palnum);
void precacheMarkedTiles();
extern int32_t(*animateoffs_replace)(int const tilenum, int fakevar);
extern void(*paletteLoadFromDisk_replace)(void);
extern int32_t(*getpalookup_replace)(int32_t davis, int32_t dashade);

View file

@ -233,7 +233,6 @@ enum sflags_t
extern ActorInfo actorinfo[MAXTILES];
extern actor_t actor[MAXSPRITES];
extern actor_t* hittype;
extern int32_t block_deletesprite;
extern int32_t g_noEnemies;
#define actor_tog g_noEnemies
extern int32_t otherp;
@ -247,15 +246,10 @@ inline int LocateTheLocator(int const tag, int const sectNum)
}
int A_IncurDamage(int spriteNum);
void A_AddToDeleteQueue(int spriteNum);
void A_DeleteSprite(int spriteNum);
void A_DoGuts(int spriteNum, int tileNum, int spawnCnt);
void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt);
void movecyclers(void);
void movedummyplayers(void);
void A_MoveSector(int spriteNum);
void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt);
void resetlanepics(void);
int G_SetInterpolation(int32_t *posptr);
@ -282,7 +276,6 @@ static FORCE_INLINE void setsectinterpolate(int sectnum) { Sect_ToggleInterpol
# define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER
#endif
extern int32_t A_MoveSprite(int32_t spritenum, vec3_t const * change, uint32_t cliptype);
ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);

View file

@ -1,37 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef config_public_h_
#define config_public_h_
#include "gamecontrol.h"
BEGIN_DUKE_NS
#define SETUPNAMEPARM "SETUPFILE"
int32_t CONFIG_ReadSetup( void );
void CONFIG_GetSetupFilename( void );
END_DUKE_NS
#endif

View file

@ -108,7 +108,6 @@ END_DUKE_NS
#include "actors.h"
#include "common_game.h"
#include "config.h"
#include "gamecontrol.h"
#include "game.h"
#include "gamedef.h"

View file

@ -50,24 +50,9 @@ void G_ClearCameraView(DukePlayer_t *ps)
sprite[k].yvel = 0;
}
int32_t A_MoveSprite(int32_t spriteNum, vec3_t const * const change, uint32_t clipType)
{
return fi.movesprite(spriteNum, change->x, change->y, change->z, clipType);
}
int32_t block_deletesprite = 0;
// deletesprite() game wrapper
void A_DeleteSprite(int spriteNum)
{
if (EDUKE32_PREDICT_FALSE(block_deletesprite))
{
Printf(TEXTCOLOR_RED "A_DeleteSprite(): tried to remove sprite %d in EVENT_EGS\n", spriteNum);
return;
}
#ifdef POLYMER
if (actor[spriteNum].lightptr != NULL && videoGetRenderMode() == REND_POLYMER)
A_DeleteLight(spriteNum);
@ -82,35 +67,6 @@ void A_DeleteSprite(int spriteNum)
void insertspriteq(int i);
void A_AddToDeleteQueue(int spriteNum)
{
insertspriteq(spriteNum);
}
void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt)
{
spritetype *pSprite = &sprite[spriteNum];
for (; spawnCnt>0; spawnCnt--)
{
int32_t const r1 = krand2(), r2 = krand2();
int const j = A_InsertSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z - (r2 % (47 << 8)), tileNum, -32, 8,
8, r1 & 2047, 0, 0, spriteNum, 5);
//fi.spawn(-1, j);
sprite[j].cstat = krand2()&12;
}
}
void A_DoGuts(int spriteNum, int tileNum, int spawnCnt)
{
fi.guts(&sprite[spriteNum], tileNum, spawnCnt, 0);
}
void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt)
{
fi.gutsdir(&sprite[spriteNum], tileNum, spawnCnt, 0);
}
static int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation)
{
if (setInterpolation)
@ -141,14 +97,6 @@ void Sect_ToggleInterpolation(int sectNum, int setInterpolation)
}
}
void ms(short i);
void A_MoveSector(int spriteNum)
{
ms(spriteNum);
}
int g_canSeePlayer = 0;
int G_WakeUp(spritetype *const pSprite, int const playerNum)

View file

@ -1,58 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "duke3d.h"
#include "osdcmds.h"
#include "baselayer.h"
#include "cmdline.h"
// we load this in to get default button and key assignments
// as well as setting up function mappings
BEGIN_DUKE_NS
int32_t CONFIG_ReadSetup(void)
{
g_player[0].ps->aim_mode = 1;
ud.config.ShowOpponentWeapons = 0;
ud.automsg = 0;
ud.camerasprite = -1;
ud.camera_time = 0;//4;
ud.screen_tilting = 1;
ud.statusbarflags = 0;// STATUSBAR_NOSHRINK;
playerteam = 0;
ud.angleinterpolation = 0;
ud.display_bonus_screen = 1;
ud.show_level_text = 1;
ud.screenfade = 1;
ud.menubackground = 1;
ud.slidebar_paldisabled = 1;
ud.shadow_pal = 4;
return 0;
}
END_DUKE_NS

View file

@ -3833,6 +3833,30 @@ static const char* actions[] = {
void InitFonts();
int32_t SetDefaults(void)
{
g_player[0].ps->aim_mode = 1;
ud.config.ShowOpponentWeapons = 0;
ud.automsg = 0;
ud.camerasprite = -1;
ud.camera_time = 0;//4;
ud.screen_tilting = 1;
ud.statusbarflags = 0;// STATUSBAR_NOSHRINK;
playerteam = 0;
ud.angleinterpolation = 0;
ud.display_bonus_screen = 1;
ud.show_level_text = 1;
ud.screenfade = 1;
ud.menubackground = 1;
ud.slidebar_paldisabled = 1;
ud.shadow_pal = 4;
return 0;
}
int GameInterface::app_main()
{
for (int i = 0; i < MAXPLAYERS; i++)
@ -3861,7 +3885,7 @@ int GameInterface::app_main()
G_CheckCommandLine();
CONFIG_ReadSetup();
SetDefaults();
hud_size.Callback();