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- obsolete prototypes in Exhumed
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1d9d70613f
commit
269f2580b9
6 changed files with 7 additions and 22 deletions
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@ -333,9 +333,7 @@ void FuncRa(int, int, int, int);
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// rat
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void InitRats();
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void SetRatVel(short nSprite);
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void BuildRat(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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int FindFood(short nSprite);
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void FuncRat(int a, int, int b, int nRun);
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// rex
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@ -698,7 +696,7 @@ void runlist_DoSubRunRec(int RunPtr);
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void runlist_SubRunRec(int RunPtr);
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void runlist_ProcessWallTag(int nWall, short nLotag, short nHitag);
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int runlist_CheckRadialDamage(DExhumedActor* actor);
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void runlist_RadialDamageEnemy(DExhumedActor* nSprite, short nSprite2, short nDamage);
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void runlist_RadialDamageEnemy(DExhumedActor* pActor, short nDamage, short nRadius);
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void runlist_DamageEnemy(DExhumedActor* nSprite, DExhumedActor* nSprite2, short nDamage);
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void runlist_SignalRun(int NxtPtr, int edx, void(ExhumedAI::* func)(RunListEvent*), RunListEvent* ev = nullptr);
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@ -126,7 +126,6 @@ void AIAnim::Tick(RunListEvent* ev)
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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//short nSprite = pActor->nSprite;
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short nIndex2 = pActor->nIndex2;
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auto pSprite = &pActor->s();
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@ -34,18 +34,6 @@ static actionSeq RoachSeq[] = {
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{42, 1}
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};
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struct Roach
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{
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short nHealth;
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short nFrame;
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short nAction;
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short nSprite;
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short nTarget;
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short nRun;
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short nCount;
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short nIndex;
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};
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// TODO - make nType a bool?
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void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, int nSector, int angle)
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{
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@ -469,7 +469,7 @@ int seq_GetSeqPicnum(short nSeq, short edx, short ebx)
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return ChunkPict[c];
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}
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int seq_PlotArrowSequence(short nSprite, short nSeq, int nVal)
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int seq_PlotArrowSequence(int nSprite, short nSeq, int nVal)
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{
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tspriteptr_t pTSprite = &mytsprite[nSprite];
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int nAngle = GetMyAngle(nCamerax - pTSprite->x, nCameray - pTSprite->y);
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@ -517,7 +517,7 @@ int seq_PlotArrowSequence(short nSprite, short nSeq, int nVal)
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return ChunkPict[nFrameBase];
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}
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int seq_PlotSequence(short nSprite, short edx, short nFrame, short ecx)
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int seq_PlotSequence(int nSprite, short edx, short nFrame, short ecx)
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{
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tspriteptr_t pTSprite = &mytsprite[nSprite];
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int nAngle = GetMyAngle(nCamerax - pTSprite->x, nCameray - pTSprite->y);
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@ -141,8 +141,8 @@ void seq_DrawStatusSequence(short nSequence, uint16_t edx, short ebx);
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int seq_DrawGunSequence(int nSeqOffset, short dx, double xOffs, double yOffs, int nShade, int nPal);
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short seq_GetFrameFlag(short val, short nFrame);
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int seq_PlotSequence(short nSprite, short edx, short nFrame, short ecx);
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int seq_PlotArrowSequence(short nSprite, short nSeq, int nVal);
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int seq_PlotSequence(int nSprite, short edx, short nFrame, short ecx);
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int seq_PlotArrowSequence(int nSprite, short nSeq, int nVal);
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void seq_DrawPilotLightSeq(double xOffset, double yOffset);
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END_PS_NS
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@ -102,8 +102,8 @@ ShadeSprite(tspriteptr_t tsp)
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short
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GetRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy)
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{
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static short RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
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static short RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
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static const uint8_t RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
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static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
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short rotation;
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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