- Remove some pointless weapon functions.

This commit is contained in:
Mitchell Richters 2023-03-24 19:38:10 +11:00
parent 7fe6befef8
commit 791504b5eb
3 changed files with 2 additions and 24 deletions

View file

@ -138,8 +138,6 @@ void SetNewWeapon(int nPlayer, int nWeapon);
void SetNewWeaponImmediate(int nPlayer, int nWeapon);
void SetNewWeaponIfBetter(int nPlayer, int nWeapon);
void SelectNewWeapon(int nPlayer);
void StopFiringWeapon(int nPlayer);
void FireWeapon(int nPlayer);
void CheckClip(int nPlayer);
void MoveWeapons(int nPlayer);
void DrawWeapons(double interpfrac);

View file

@ -248,18 +248,6 @@ void SelectNewWeapon(int nPlayer)
//
//---------------------------------------------------------------------------
void StopFiringWeapon(int nPlayer)
{
PlayerList[nPlayer].bIsFiring = false;
}
void FireWeapon(int nPlayer)
{
if (!PlayerList[nPlayer].bIsFiring) {
PlayerList[nPlayer].bIsFiring = true;
}
}
void SetWeaponStatus(int nPlayer)
{
}

View file

@ -444,7 +444,7 @@ void StartDeathSeq(int nPlayer, int nVal)
}
}
StopFiringWeapon(nPlayer);
PlayerList[nPlayer].bIsFiring = false;
PlayerList[nPlayer].pActor->PrevAngles.Pitch = PlayerList[nPlayer].pActor->spr.Angles.Pitch = nullAngle;
pActor->oviewzoffset = pActor->viewzoffset = -55;
@ -1520,15 +1520,7 @@ sectdone:
}
}
// was int var_38 = buttons & 0x8
if (pPlayer->input.actions & SB_FIRE)
{
FireWeapon(pPlayer->nPlayer);
}
else
{
StopFiringWeapon(pPlayer->nPlayer);
}
pPlayer->bIsFiring = !!(pPlayer->input.actions & SB_FIRE);
}
updatePlayerAction(pPlayer);