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Deleted unused code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7781 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -11872,24 +11872,6 @@ BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier )
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return( FALSE );
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}
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INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj )
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{
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INT16 p=100;
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if (pObj->exists() == true) {
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if (Item[pObj->usItem].hidemuzzleflash )
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p=(*pObj)[0]->data.objectStatus;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].hidemuzzleflash && iter->exists() )
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{
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p =p+ (*iter)[0]->data.objectStatus;
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}
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}
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}
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p = min(p,100);
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return p;
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}
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BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj, UINT8 subObject )
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{
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if (pObj->exists() == true)
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@@ -11998,20 +11980,6 @@ UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj )
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return( NONE );
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}
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INT16 GetUnderBarrelStatus( OBJECTTYPE * pObj, UINT32 usFlag )
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{
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if (pObj->exists() == true) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() && Item[iter->usItem].usItemClass & usFlag )
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{
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return( (*iter)[0]->data.objectStatus );
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}
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}
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}
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return( ITEM_NOT_FOUND );
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}
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BOOLEAN IsWeaponAttached( OBJECTTYPE * pObj, UINT32 usFlag, UINT8 subObject )
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{
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@@ -12058,22 +12026,6 @@ UINT16 GetAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag )
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return( NONE );
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}
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INT16 GetAttachedArmourBonus( OBJECTTYPE * pObj )
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{
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INT16 bonus=0;
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if (pObj->exists() == true) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if(iter->exists()){
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bonus += BonusReduce( Armour[Item[iter->usItem].ubClassIndex].ubProtection,
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(*iter)[0]->data.objectStatus );
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}
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}
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}
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return( bonus );
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}
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INT16 GetBulletSpeedBonus( OBJECTTYPE * pObj )
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{
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INT16 bonus = 0;
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@@ -12117,21 +12069,6 @@ INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier )
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return( NO_SLOT );
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}
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INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier )
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{
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INT8 invsize = (INT8)pSoldier->inv.size();
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
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{
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if (pSoldier->inv[bLoop].exists() == true) {
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if (Item[pSoldier->inv[bLoop].usItem].rocketlauncher )
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{
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return( bLoop );
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}
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}
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}
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return( NO_SLOT );
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}
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INT8 FindCannon( SOLDIERTYPE * pSoldier )
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{
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INT8 invsize = (INT8)pSoldier->inv.size();
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@@ -362,12 +362,10 @@ UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj );
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// JMich & Flugente: functions for underbarrel weapons and bayonets
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// As we can have both underbarrel gun and a bayonet, use usFlag to specify (IC_GUN or IC_BLADE are used here, or both)
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INT16 GetUnderBarrelStatus( OBJECTTYPE * pObj, UINT32 usFlag );
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BOOLEAN IsWeaponAttached( OBJECTTYPE * pObj, UINT32 usFlag, UINT8 subObject = 0 );
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OBJECTTYPE* FindAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag );
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UINT16 GetAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag );
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INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier );
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INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier );
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INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon );
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OBJECTTYPE* FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
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@@ -377,7 +375,6 @@ bool BadGoggles(SOLDIERTYPE *pTeamSoldier);
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BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
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// HEADROCK: Declaration of new function to detect flash suppression without SOLDIERTYPE argument
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BOOLEAN IsFlashSuppressorAlt( OBJECTTYPE * pObj );
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INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
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BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
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BOOLEAN IsDetonator( OBJECTTYPE * pObj );
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BOOLEAN IsDuckbill( OBJECTTYPE * pObj );
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@@ -386,7 +383,6 @@ BOOLEAN IsDuckbill( OBJECTTYPE * pObj );
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// Noise volume is then calculated as volume * GetPercentNoiseVolume / 100
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UINT16 GetPercentNoiseVolume( OBJECTTYPE * pObj );
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INT16 GetAttachedArmourBonus( OBJECTTYPE * pObj );
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INT16 GetBulletSpeedBonus( OBJECTTYPE * pObj );
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INT8 FindGasMask( SOLDIERTYPE * pSoldier );
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INT8 FindLockBomb( SOLDIERTYPE * pSoldier );
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