From b92524da77f7e9f06e8cdb9aab2d6af077543106 Mon Sep 17 00:00:00 2001 From: Flugente Date: Fri, 13 Mar 2015 18:31:13 +0000 Subject: [PATCH] Deleted unused code git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7781 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/Items.cpp | 63 ---------------------------------------------- Tactical/Items.h | 4 --- 2 files changed, 67 deletions(-) diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 6012ef1b3..a796ac78f 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -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(); diff --git a/Tactical/Items.h b/Tactical/Items.h index 7f0132d22..ee4f370e0 100644 --- a/Tactical/Items.h +++ b/Tactical/Items.h @@ -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 );