Deleted unused code

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7781 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-03-13 18:31:13 +00:00
parent 181f6eba63
commit b92524da77
2 changed files with 0 additions and 67 deletions
-63
View File
@@ -11872,24 +11872,6 @@ BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier )
return( FALSE );
}
INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj )
{
INT16 p=100;
if (pObj->exists() == true) {
if (Item[pObj->usItem].hidemuzzleflash )
p=(*pObj)[0]->data.objectStatus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].hidemuzzleflash && iter->exists() )
{
p =p+ (*iter)[0]->data.objectStatus;
}
}
}
p = min(p,100);
return p;
}
BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj, UINT8 subObject )
{
if (pObj->exists() == true)
@@ -11998,20 +11980,6 @@ UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj )
return( NONE );
}
INT16 GetUnderBarrelStatus( OBJECTTYPE * pObj, UINT32 usFlag )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].usItemClass & usFlag )
{
return( (*iter)[0]->data.objectStatus );
}
}
}
return( ITEM_NOT_FOUND );
}
BOOLEAN IsWeaponAttached( OBJECTTYPE * pObj, UINT32 usFlag, UINT8 subObject )
{
@@ -12058,22 +12026,6 @@ UINT16 GetAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag )
return( NONE );
}
INT16 GetAttachedArmourBonus( OBJECTTYPE * pObj )
{
INT16 bonus=0;
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduce( Armour[Item[iter->usItem].ubClassIndex].ubProtection,
(*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetBulletSpeedBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
@@ -12117,21 +12069,6 @@ INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier )
return( NO_SLOT );
}
INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].rocketlauncher )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindCannon( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
-4
View File
@@ -362,12 +362,10 @@ UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj );
// JMich & Flugente: functions for underbarrel weapons and bayonets
// As we can have both underbarrel gun and a bayonet, use usFlag to specify (IC_GUN or IC_BLADE are used here, or both)
INT16 GetUnderBarrelStatus( OBJECTTYPE * pObj, UINT32 usFlag );
BOOLEAN IsWeaponAttached( OBJECTTYPE * pObj, UINT32 usFlag, UINT8 subObject = 0 );
OBJECTTYPE* FindAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag );
UINT16 GetAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag );
INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier );
INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier );
INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon );
OBJECTTYPE* FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
@@ -377,7 +375,6 @@ bool BadGoggles(SOLDIERTYPE *pTeamSoldier);
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
// HEADROCK: Declaration of new function to detect flash suppression without SOLDIERTYPE argument
BOOLEAN IsFlashSuppressorAlt( OBJECTTYPE * pObj );
INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
BOOLEAN IsDetonator( OBJECTTYPE * pObj );
BOOLEAN IsDuckbill( OBJECTTYPE * pObj );
@@ -386,7 +383,6 @@ BOOLEAN IsDuckbill( OBJECTTYPE * pObj );
// Noise volume is then calculated as volume * GetPercentNoiseVolume / 100
UINT16 GetPercentNoiseVolume( OBJECTTYPE * pObj );
INT16 GetAttachedArmourBonus( OBJECTTYPE * pObj );
INT16 GetBulletSpeedBonus( OBJECTTYPE * pObj );
INT8 FindGasMask( SOLDIERTYPE * pSoldier );
INT8 FindLockBomb( SOLDIERTYPE * pSoldier );