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- deleted several unused wrappers and overloads.
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4 changed files with 0 additions and 41 deletions
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@ -235,22 +235,6 @@ inline int getangle(double xvect, double yvect)
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return DVector2(xvect, yvect).Angle().Buildang();
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}
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inline int getangle(const DVector2& vec)
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{
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return getangle(vec.X, vec.Y);
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}
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inline int getangle(const vec2_t& vec)
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{
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return getangle(vec.X, vec.Y);
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}
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inline int32_t getangle(walltype* wal)
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{
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return getangle(wal->delta());
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -474,16 +474,6 @@ struct spritetypebase
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{
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pos = { x * maptoworld, y * maptoworld, z * zmaptoworld };
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}
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const vec3_t int_pos() const
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{
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return { int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint) };
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}
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constexpr int int_ang() const
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{
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return angle.Buildang();
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}
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};
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@ -118,16 +118,3 @@ inline void updatesector(int x_, int y_, int* sectnum)
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DoUpdateSector(x, y, 0, sectnum, MAXUPDATESECTORDIST, inside0);
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}
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[[deprecated]]
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inline void updatesectorz(int x_, int y_, int z_, sectortype** const sectp)
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{
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double x = x_ * inttoworld;
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double y = y_ * inttoworld;
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double z = z_ * zinttoworld;
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int sectno = *sectp ? sector.IndexOf(*sectp) : -1;
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DoUpdateSector(x, y, z, §no, MAXUPDATESECTORDIST, insideZ);
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*sectp = sectno == -1 ? nullptr : §or[sectno];
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}
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@ -101,8 +101,6 @@ struct XSPRITE {
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TObjPtr<DBloodActor*> target; // target sprite
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TObjPtr<DBloodActor*> burnSource;
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const vec3_t int_TargetPos() const { return { int(TargetPos.X * worldtoint), int(TargetPos.Y * worldtoint), int(TargetPos.Z * worldtoint)}; }
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DVector3 TargetPos;
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DAngle goalAng; // Dude goal ang
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