- unused code cleanup.

This commit is contained in:
Christoph Oelckers 2020-08-16 09:04:24 +02:00
parent af4464ba16
commit af2c836e54
7 changed files with 31 additions and 293 deletions

View file

@ -60,7 +60,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
static int OverlapDraw = FALSE;
extern SWBOOL QuitFlag, LocationInfo, ConPanel, SpriteInfo;
extern SWBOOL QuitFlag, LocationInfo, SpriteInfo;
extern SWBOOL Voxel;
extern char buffer[];
SWBOOL DrawScreen;
@ -194,34 +194,6 @@ SetActorRotation(short tSpriteNum, int viewx, int viewy)
// thats a big deal
tsp->picnum = State->Pic;
//sprintf(ds,"SetActorRotation:tsp->picnum: %d",tsp->picnum);
//CON_Message(ds);
/*
!AIC KEY - For actor states EVERY rotation needs to have the same tics
animators. The only thing different can be the picnum. If not then sync bugs
will occur. This code attempts to check to the best of its ability for this
problem. Should go away with shipped compile.
*/
#if DEBUG
{
short i;
for (i = 0; i < tu->RotNum; i++)
{
STATEp TestStateStart, TestState;
TestStateStart = tu->Rot[i];
TestState = TestStateStart + StateOffset;
ASSERT(State->Tics == TestState->Tics);
ASSERT(State->Animator == TestState->Animator);
}
}
#endif
return 0;
}
@ -283,83 +255,6 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
return loz;
}
#if 0
#define GENERIC_SHADOW_PIC 66
extern SWBOOL bVoxelsOn;
void
DoVoxelShadow(SPRITEp tspr)
{
// Check for voxels
if (bVoxelsOn)
{
switch (tspr->picnum)
{
case ICON_STAR: // 1793
case ICON_UZI: // 1797
case ICON_UZIFLOOR: // 1807
case ICON_LG_UZI_AMMO: // 1799
case ICON_HEART: // 1824
case ICON_HEART_LG_AMMO: // 1820
case ICON_GUARD_HEAD: // 1814
case ICON_FIREBALL_LG_AMMO: // 3035
case ICON_ROCKET: // 1843
case ICON_SHOTGUN: // 1794
case ICON_LG_ROCKET: // 1796
case ICON_LG_SHOTSHELL: // 1823
case ICON_MICRO_GUN: // 1818
case ICON_MICRO_BATTERY: // 1800
case ICON_GRENADE_LAUNCHER: // 1817
case ICON_LG_GRENADE: // 1831
case ICON_LG_MINE: // 1842
case ICON_RAIL_GUN: // 1811
case ICON_RAIL_AMMO: // 1812
case ICON_SM_MEDKIT: // 1802
case ICON_MEDKIT: // 1803
case ICON_CHEMBOMB: // 1808
case ICON_FLASHBOMB: // 1805
case ICON_NUKE: // 1809
case ICON_CALTROPS:
case ICON_BOOSTER: // 1810
case ICON_HEAT_CARD: // 1819
case ICON_REPAIR_KIT: // 1813
case ICON_EXPLOSIVE_BOX: // 1801
case ICON_ENVIRON_SUIT: // 1837
case ICON_FLY: // 1782
case ICON_CLOAK: // 1826
case ICON_NIGHT_VISION: // 3031
case ICON_NAPALM: // 3046
case ICON_RING: // 3050
//case ICON_GOROAMMO: // 3035
//case ICON_HEARTAMMO: // 1820
case ICON_RINGAMMO: // 3054
case ICON_NAPALMAMMO: // 3058
case ICON_GRENADE: // 3059
//case ICON_OXYGEN: // 1800
case ICON_ARMOR: // 3030
case BLUE_KEY: // 1766
case RED_KEY: // 1770
case GREEN_KEY: // 1774
case YELLOW_KEY: // 1778
case GOLD_SKELKEY:
case SILVER_SKELKEY:
case BRONZE_SKELKEY:
case RED_SKELKEY:
case BLUE_CARD:
case RED_CARD:
case GREEN_CARD:
case YELLOW_CARD:
// tspr->picnum = GENERIC_SHADOW_PIC;
tspr->xrepeat = 0; // For now, don't do voxel shadows
tspr->yrepeat = 0;
// tspr->xrepeat = 27;
// tspr->yrepeat = 4;
//tspr->z+=(sintable[(rotang*2)%2047]/16);
break;
}
}
}
#endif
void
DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror)
{
@ -412,13 +307,6 @@ DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror)
}
}
#if 0
if (SectUser[tsp->sectnum] && SectUser[tsp->sectnum]->depth)
{
loz -= Z(SectUser[tsp->sectnum]->depth);
}
#endif
// need to find the ground here
New->z = loz;
@ -677,6 +565,8 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
PLAYERp pp = Player + screenpeek;
short newshade=0;
const int DART_PIC = 2526;
const int DART_REPEAT = 16;
ang = NORM_ANGLE(ang + 12);
@ -689,9 +579,6 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
tspriteptr_t tsp = &tsprite[tSpriteNum];
tu = User[SpriteNum];
//if(tsp->statnum == STAT_GENERIC_QUEUE)
// Printf("tsp->pal = %d",tsp->pal);
#if 0
// Brighten up the sprite if set somewhere else to do so
if (tu && tu->Vis > 0)
@ -779,12 +666,11 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
tsp->yrepeat = 29;
}
#define DART_PIC 2526
#define DART_REPEAT 16
if (tu->ID == STAR1)
{
if (sw_darts)
{
tsp->picnum = DART_PIC;
tsp->ang = NORM_ANGLE(tsp->ang - 512 - 24);
tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
@ -1374,7 +1260,7 @@ FString GameInterface::GetCoordString()
void PrintSpriteInfo(PLAYERp pp)
{
#define Y_STEP 7
const int Y_STEP = 7;
int x = windowxy1.x+2;
int y = windowxy1.y+2;
SPRITEp sp;
@ -1447,8 +1333,6 @@ void SpriteSortList2D(int tx, int ty)
void DrawCheckKeys(PLAYERp pp)
{
if (ConPanel) return;
if (!InputMode)
ResizeView(pp);
}
@ -1617,15 +1501,6 @@ PostDraw(void)
User[i] = NULL;
}
#if DEBUG
SPRITEp sp = &sprite[i];
short statnum = sp->statnum;
short sectnum = sp->sectnum;
memset(sp, 0xCC, sizeof(SPRITE));
sp->statnum = statnum;
sp->sectnum = sectnum;
#endif
deletesprite(i);
}
}
@ -1888,23 +1763,9 @@ drawscreen(PLAYERp pp)
}
tsectnum = camerapp->cursectnum;
//ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);
// if updatesectorz is to sensitive try COVERupdatesector
//updatesectorz(tx, ty, tz, &tsectnum);
COVERupdatesector(tx, ty, &tsectnum);
if (tsectnum < 0)
{
#if 0
// if we hit an invalid sector move to the last valid position for drawing
tsectnum = lv_sectnum;
tx = lv_x;
ty = lv_y;
tz = lv_z;
#endif
}
else
if (tsectnum >= 0)
{
// last valid stuff
lv_sectnum = tsectnum;
@ -1913,9 +1774,6 @@ drawscreen(PLAYERp pp)
lv_z = tz;
}
// with "last valid" code this should never happen
// ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);
if (pp->sop_riding || pp->sop_control)
{
if (pp->sop_control &&
@ -1951,7 +1809,6 @@ drawscreen(PLAYERp pp)
tq16ang = GetQ16AngleFromVect(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty);
}
//if (TEST(camerapp->Flags, PF_VIEW_FROM_OUTSIDE))
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
{
BackView(&tx, &ty, &tz, &tsectnum, &tq16ang, fix16_to_int(tq16horiz));
@ -1973,7 +1830,6 @@ drawscreen(PLAYERp pp)
pp->obob_z + mulscale16(pp->bob_z - pp->obob_z, smoothratio);
// recoil only when not in camera
//tq16horiz = tq16horiz + fix16_from_int(camerapp->recoil_horizoff);
tq16horiz = tq16horiz + fix16_from_int(pp->recoil_horizoff);
tq16horiz = fix16_max(tq16horiz, fix16_from_int(PLAYER_HORIZ_MIN));
tq16horiz = fix16_min(tq16horiz, fix16_from_int(PLAYER_HORIZ_MAX));

View file

@ -94,7 +94,6 @@ void pClearSpriteList(PLAYERp pp);
signed char MNU_InputSmallString(char*, short);
signed char MNU_InputString(char*, short);
SWBOOL IsCommand(const char* str);
SWBOOL MNU_StartNetGame(void);
extern SWBOOL mapcheat;
extern SWBOOL MultiPlayQuitFlag;
@ -144,7 +143,6 @@ SWBOOL MultiPlayQuitFlag = FALSE;
char MessageInputString[256];
char MessageOutputString[256];
SWBOOL ConInputMode = FALSE;
SWBOOL ConPanel = FALSE;
SWBOOL FinishedLevel = FALSE;
SWBOOL PanelUpdateMode = TRUE;
short HelpPage = 0;

View file

@ -199,7 +199,6 @@ y++
extern SWBOOL MenuInputMode;
extern SWBOOL ConInputMode;
extern SWBOOL ConPanel;
extern SWBOOL InputMode;
extern char MessageInputString[256];
extern char MessageOutputString[256];

View file

@ -277,19 +277,6 @@ JS_SpriteSetup(void)
SET(wall[i].extra, WALLFX_DONT_STICK);
break;
}
#if 0
short sndnum;
if ((sndnum = CheckTileSound(picnum)) != -1)
{
SpawnWallSound(sndnum, i);
}
picnum = wall[i].overpicnum;
if ((sndnum = CheckTileSound(picnum)) != -1)
{
SpawnWallSound(sndnum, i);
}
#endif
}
}
@ -796,12 +783,6 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16
dist = j;
}
// //DSPRINTF(ds,"mirror.tics == %ul", mirror[i].tics);
// MONO_PRINT(ds);
if (mirror[cnt].ismagic)
{
SPRITEp sp=NULL;
@ -816,14 +797,6 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16
ASSERT(sp);
// char tvisibility;
// tvisibility = g_visibility;
// g_visibility <<= 1; // Make mirror darker
// Make TV cam style mirror seem to shimmer
// if (mirror[cnt].ismagic && STD_RANDOM_P2(256) > 128)
// g_visibility -= STD_RANDOM_P2(128);
// Calculate the angle of the mirror wall
w = mirror[cnt].mirrorwall;

View file

@ -52,93 +52,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
//#define PLOCK_VERSION TRUE
extern SWBOOL ExitLevel, NewGame;
short TimeLimitTable[9] = {0,3,5,10,15,20,30,45,60};
SWBOOL
MNU_StartNetGame(void)
{
extern SWBOOL ExitLevel, ShortGameMode, FirstTimeIntoGame;
extern short Level, Skill;
// CTW REMOVED
//extern int gTenActivated;
// CTW REMOVED END
int pnum;
// always assumed that a demo is playing
ready2send = 0;
// Skill can go negative here
Skill = gs.NetMonsters - 1;
Level = gs.NetLevel + 1;
ExitLevel = TRUE;
NewGame = TRUE;
// restart demo for multi-play mode
// TENSW: return if a joiner
if (/* CTW REMOVED gTenActivated && */ !AutoNet && FirstTimeIntoGame)
return TRUE;
// need to set gNet vars for self
// everone else gets a packet to set them
gNet.AutoAim = cl_autoaim;
gNet.SpawnMarkers = gs.NetSpawnMarkers;
gNet.HurtTeammate = gs.NetHurtTeammate;
gNet.Nuke = gs.NetNuke;
gNet.KillLimit = gs.NetKillLimit * 10;
gNet.TimeLimit = TimeLimitTable[gs.NetTimeLimit] * 60 * 120;
if (ShortGameMode)
{
gNet.KillLimit /= 10;
gNet.TimeLimit /= 2;
}
gNet.TimeLimitClock = gNet.TimeLimit;
gNet.TeamPlay = gs.NetTeamPlay;
gNet.MultiGameType = gs.NetGameType + 1;
if (gNet.MultiGameType == MULTI_GAME_COMMBAT_NO_RESPAWN)
{
gNet.MultiGameType = MULTI_GAME_COMMBAT;
gNet.NoRespawn = TRUE;
}
else
{
gNet.NoRespawn = FALSE;
}
if (CommEnabled)
{
PACKET_NEW_GAME p;
p.PacketType = PACKET_TYPE_NEW_GAME;
p.Level = Level;
p.Skill = Skill;
p.GameType = gs.NetGameType;
p.AutoAim = cl_autoaim;
p.HurtTeammate = gs.NetHurtTeammate;
p.TeamPlay = gs.NetTeamPlay;
p.SpawnMarkers = gs.NetSpawnMarkers;
p.KillLimit = gs.NetKillLimit;
p.TimeLimit = gs.NetTimeLimit;
p.Nuke = gs.NetNuke;
netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW
}
return TRUE;
}
//////////////////////////////////////////////////////////////////////////////
#define FADE_DAMAGE_FACTOR 3 // 100 health / 32 shade cycles = 3.125
// Fades from 100% to 62.5% somewhat quickly,
// then from 62.5% to 37.5% slowly,
@ -177,6 +94,8 @@ typedef struct RGB_color_typ
//////////////////////////////////////////
void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor)
{
const int FADE_DAMAGE_FACTOR = 3; // 100 health / 32 shade cycles = 3.125
short fadedamage = 0;
RGB_color color;
@ -239,9 +158,10 @@ void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor)
//////////////////////////////////////////
// Do the screen reddness based on damage
//////////////////////////////////////////
#define MAXFADETICS 5
void DoPaletteFlash(PLAYERp pp)
{
const int MAXFADETICS = 5;
if (pp->FadeAmt <= 1)
{
pp->FadeAmt = 0;

View file

@ -1339,7 +1339,8 @@ getpackets(void)
{
extern SWBOOL NewGame, ShortGameMode;
PACKET_NEW_GAMEp p;
extern short TimeLimitTable[];
static const short TimeLimitTable[9] = { 0,3,5,10,15,20,30,45,60 };
pp = Player + otherconnectindex;

View file

@ -2503,8 +2503,6 @@ MoveScrollMode2D(PLAYERp pp)
keymove = NORMALKEYMOVE;
}
if (!ConPanel)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
mfsvel -= -keymove;
@ -2513,10 +2511,7 @@ MoveScrollMode2D(PLAYERp pp)
{
mfsvel -= keymove;
}
}
if (!ConPanel)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
{
mfsvel += keymove;
@ -2526,10 +2521,7 @@ MoveScrollMode2D(PLAYERp pp)
{
mfsvel += -keymove;
}
}
if (!ConPanel)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
mfvel += keymove;
@ -2539,7 +2531,6 @@ MoveScrollMode2D(PLAYERp pp)
{
mfvel += -keymove;
}
}
if (mfvel < -MAXVEL)
mfvel = -MAXVEL;