- removed unused code. (MDA screen hack - huh???)

- Shadow Warrior updates from SWP.
This commit is contained in:
Christoph Oelckers 2019-11-17 18:02:17 +01:00
parent dc60c7f72e
commit 557bd201fb
37 changed files with 657 additions and 1012 deletions

View file

@ -583,8 +583,7 @@ StopSound(void)
#define MAXLEVLDIST 19000 // The higher the number, the further away you can hear sound
short
SoundDist(int x, int y, int z, int basedist)
short SoundDist(int x, int y, int z, int basedist)
{
double tx, ty, tz;
double sqrdist,retval;
@ -637,8 +636,7 @@ SoundDist(int x, int y, int z, int basedist)
// Angle calcuations - may need to be checked to make sure they are right
//
short
SoundAngle(int x, int y)
short SoundAngle(int x, int y)
{
extern short screenpeek;
@ -783,8 +781,7 @@ SWBOOL CacheSound(int num, int type)
#define SOUND_UNIT MAXLEVLDIST/255
// NOTE: If v3df_follow == 1, x,y,z are considered literal coordinates
int
PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
int PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
{
VOC_INFOp vp;
VOC3D_INFOp v3p;
@ -1221,8 +1218,7 @@ void COVER_SetReverb(int amt)
===================
*/
void
MusicShutdown(void)
void MusicShutdown(void)
{
StopSong();
@ -1980,5 +1976,4 @@ PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags)
PlaySound(u->Attrib->Sounds[attrib_ndx], &sp->x, &sp->y, &sp->z, flags);
}
// vim:ts=4:sw=4:expandtab:
END_SW_NS