- removed unused variables in SECTOR_OBJECT

This commit is contained in:
Christoph Oelckers 2022-09-01 19:33:49 +02:00
parent 491b6eb08c
commit 2f7995619e
3 changed files with 5 additions and 9 deletions

View file

@ -1467,13 +1467,12 @@ struct SECTOR_OBJECT
int vel, // velocity
vel_tgt, // target velocity
player_xoff, // player x offset from the xmid
player_yoff, // player y offset from the ymid
update, // Distance from player at which you continue updating
// start of must floatify
zorig_floor[MAX_SO_SECTOR], // original z values for all sectors
zorig_ceiling[MAX_SO_SECTOR], // original z values for all sectors
z_tgt, // target z delta
z_rate, // rate at which z aproaches target
update, // Distance from player at which you continue updating
// only works for single player.
bob_diff, // bobbing difference for the frame
floor_loz, // floor low z
@ -1482,6 +1481,8 @@ struct SECTOR_OBJECT
morph_z_min, // morphing point z min
morph_z_max,
bob_amt, // bob amount max in z coord
// end of must floatify
// variables set by mappers for drivables
drive_angspeed,
drive_angslide,

View file

@ -623,7 +623,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w,
("clipbox_num", w.clipbox_num, def->clipbox_num)
.Array("sectp", w.sectp, def->sectp, w.num_sectors)
.Array("zorig_floor", w.zorig_floor, def->zorig_floor, w.num_sectors)
.Array("zorig_ceiling", w.zorig_ceiling, def->zorig_ceiling, w.num_sectors)
.Array("sp_num", w.so_actors, def->so_actors, countof(w.so_actors))
.Array("xorig", w.xorig, def->xorig, w.num_walls)
.Array("yorig", w.yorig, def->yorig, w.num_walls)
@ -634,8 +633,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w,
("zmid", w.pmid.Z, def->pmid.Z)
("vel", w.vel, def->vel)
("vel_tgt", w.vel_tgt, def->vel_tgt)
("player_xoff", w.player_xoff, def->player_xoff)
("player_yoff", w.player_yoff, def->player_yoff)
("zdelta", w.zdelta, def->zdelta)
("z_tgt", w.z_tgt, def->z_tgt)

View file

@ -723,7 +723,6 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
sect->extra |= SECTFX_SECTOR_OBJECT;
sop->zorig_floor[sop->num_sectors] = sect->int_floorz();
sop->zorig_ceiling[sop->num_sectors] = sect->int_ceilingz();
if ((sect->extra & SECTFX_SINK))
sop->zorig_floor[sop->num_sectors] += Z(FixedToInt(sect->depth_fixed));
@ -954,7 +953,6 @@ void SetupSectorObject(sectortype* sectp, short tag)
sop->turn_speed = 4;
sop->floor_loz = -9999999;
sop->floor_hiz = 9999999;
sop->player_xoff = sop->player_yoff = 0;
sop->ang_tgt = sop->ang = sop->ang_moving = 0;
sop->op_main_sector = nullptr;
sop->ram_damage = 0;