Remove unused function parameters

This commit is contained in:
Asdow
2024-11-17 16:46:57 +02:00
parent 2e92da4e12
commit 9d62b9a37a
+3 -5
View File
@@ -1731,7 +1731,7 @@ UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight );
void SelectFallAnimation( SOLDIERTYPE *pSoldier );
BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius );
void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitBlade( SOLDIERTYPE* pSoldier, UINT8 ubHitLocation );
void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection );
@@ -6386,7 +6386,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
}
if ( Item[usWeaponIndex].usItemClass & IC_BLADE )
{
SoldierGotHitBlade( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation );
SoldierGotHitBlade( this, ubHitLocation );
// anv: taunts are called from UseBlade()
}
// marke setting ammo explosions included here with 3rd 'or' including ubReason
@@ -6813,11 +6813,10 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16
SoldierCollapse( pSoldier );
break;
}
}
void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT8 ubHitLocation )
{
// Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore
if ( ubHitLocation == AIM_SHOT_TORSO )
@@ -6856,7 +6855,6 @@ void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDam
pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_PRONE, 0, FALSE );
break;
}
}