From ddb691318eb3dd0cdc6eab42139739b6d498c645 Mon Sep 17 00:00:00 2001 From: "Marco Antonio J. Costa" Date: Sat, 22 Aug 2026 01:39:43 -0300 Subject: [PATCH] Delete the code behind three macros nobody defines NETWORKED, BOUNDS_CHECKER and UBMODSHADYJOB are not defined in any source file, in CMakeLists.txt, or on any command line, so all 26 guarded sites were dead. NETWORKED is the most thoroughly dead of the three: its blocks include Networking.h, NetworkEvent.h, Communication.h and Application Msg.h, none of which exist in this repository, so that code could not have compiled since long before the CMake build. Multiplayer went through Multiplayer/ and RakNet instead. UBMODSHADYJOB was referenced by a stale comment pointing at builddefines.h, which is how it turned up. Removed with unifdef, so the surviving branch of each conditional is kept: the #ifndef BOUNDS_CHECKER bodies stay, and so does the #else of UBMODSHADYJOB. The compiler never saw any of this, so nothing shrinks: no object file's section sizes change, and the only difference in the executables is 24 to 64 assert line numbers shifting by the number of lines removed above them. Co-Authored-By: Claude Opus 5 --- Ja2/Ja25Update.cpp | 4 ---- Ja2/gamescreen.cpp | 7 ------- Ja2/jascreens.cpp | 9 --------- Tactical/Interface Dialogue.cpp | 6 +----- Tactical/Overhead.cpp | 36 --------------------------------- Tactical/Points.cpp | 6 ------ Tactical/Soldier Control.cpp | 4 ---- Tactical/Soldier Tile.cpp | 4 ---- Tactical/TeamTurns.cpp | 5 ----- Tactical/Turn Based Input.cpp | 24 ---------------------- TacticalAI/AIMain.cpp | 4 ---- Utils/Event Pump.cpp | 16 --------------- Utils/Timer Control.cpp | 2 -- sgp/mousesystem.cpp | 2 -- 14 files changed, 1 insertion(+), 128 deletions(-) diff --git a/Ja2/Ja25Update.cpp b/Ja2/Ja25Update.cpp index 14cd2d684..c89d88585 100644 --- a/Ja2/Ja25Update.cpp +++ b/Ja2/Ja25Update.cpp @@ -1,8 +1,4 @@ #include -#ifdef NETWORKED -#include "Networking.h" -#include "NetworkEvent.h" -#endif #ifdef JA2UB diff --git a/Ja2/gamescreen.cpp b/Ja2/gamescreen.cpp index 0c0725dd9..b9bfd5962 100644 --- a/Ja2/gamescreen.cpp +++ b/Ja2/gamescreen.cpp @@ -34,9 +34,6 @@ #include "Game Init.h" //DEF: Test Code -#ifdef NETWORKED -#include "Networking.h" -#endif #include "Interface Control.h" #include "physics.h" #include "Fade Screen.h" @@ -824,10 +821,6 @@ UINT32 MainGameScreenHandle(void) //RenderTacticalInterface( ); } - #ifdef NETWORKED - // DEF: Test Code - PrintNetworkInfo(); - #endif // Render Interface RenderTopmostTacticalInterface( ); diff --git a/Ja2/jascreens.cpp b/Ja2/jascreens.cpp index f62816e40..840b02d53 100644 --- a/Ja2/jascreens.cpp +++ b/Ja2/jascreens.cpp @@ -37,15 +37,6 @@ #include // Networking Stuff -#ifdef NETWORKED - -#include "Communication.h" -#include "Application Msg.h" -#include "Networking.h" - -extern ClientReadyType gMsgClientReady; -extern BOOLEAN gfAmINetworked; -#endif #define MAX_DEBUG_PAGES 4 diff --git a/Tactical/Interface Dialogue.cpp b/Tactical/Interface Dialogue.cpp index ac4d449f5..9574a0eed 100644 --- a/Tactical/Interface Dialogue.cpp +++ b/Tactical/Interface Dialogue.cpp @@ -5715,11 +5715,7 @@ void DisplayJerryBreakingLaptopTransmitterPopup() swprintf( zString, zNewTacticalMessages[ TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA ], Menptr[ bID ].name ); } */ - #ifdef UBMODSHADYJOB - swprintf( zString, XMLTacticalMessages[0] ); //Shady Job - #else - swprintf( zString, zNewTacticalMessages[TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA], Menptr[ bID ].name ); //UB - #endif + swprintf( zString, zNewTacticalMessages[TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA], Menptr[ bID ].name ); //UB //Display it diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index dbba55756..229f3f50b 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -43,10 +43,6 @@ #include "fov.h" #include "Soldier macros.h" #include "soldier tile.h" -#ifdef NETWORKED -#include "Networking.h" -#include "NetworkEvent.h" -#endif #include "Structure Wrap.h" #include "Tile Animation.h" #include "Strategic Merc Handler.h" @@ -217,10 +213,6 @@ extern BOOLEAN gfSurrendered; CHAR8 gDebugStr[128]; -#ifdef NETWORKED -extern BYTE gfAmIHost; -extern BOOLEAN gfAmINetworked; -#endif #define NEW_FADE_DELAY 60 @@ -625,10 +617,6 @@ BOOLEAN InitTacticalEngine( ) if ( !InitOverhead( ) ) // Init Overhead return( FALSE ); -#ifdef NETWORKED - if ( !gfAmINetworked ) - gfAmIHost = TRUE; -#endif return( TRUE ); } @@ -1182,17 +1170,8 @@ BOOLEAN ExecuteOverhead( ) // Handle animation update counters // ATE: Added additional check here for special value of anispeed that pauses all updates -#ifndef BOUNDS_CHECKER if ( TIMECOUNTERDONE( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ) && pSoldier->sAniDelay != 10000 ) -#endif { -#ifdef NETWORKED - // DEF: - // Check for TIMING delay here only if in Realtime - if( gTacticalStatus.uiFlags & REALTIME) - if ( pSoldier->flags.fIsSoldierMoving ) - CheckForSlowSoldier( pSoldier ); -#endif // Check if we need to look for items if ( pSoldier->flags.uiStatusFlags & SOLDIER_LOOKFOR_ITEMS ) @@ -1213,11 +1192,6 @@ BOOLEAN ExecuteOverhead( ) fNoAPsForPendingAction = FALSE; -#ifdef NETWORKED - // Get the path update, if there is 1 - if (pSoldier->flags.fSoldierUpdatedFromNetwork) - UpdateSoldierFromNetwork(pSoldier); -#endif // Check if we are moving and we deduct points and we have no points if ( !( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) && pSoldier->flags.fNoAPToFinishMove ) && !pSoldier->flags.fPauseAllAnimation ) @@ -1326,10 +1300,6 @@ BOOLEAN ExecuteOverhead( ) dXPos = pSoldier->pathing.sDestXPos; dYPos = pSoldier->pathing.sDestYPos; pSoldier->EVENT_SetSoldierPosition( dXPos, dYPos ); -#ifdef NETWORKED - // DEF: Test Code - StopSoldierMovementTime(pSoldier); -#endif // CHECK IF WE HAVE A PENDING ANIMATION if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION ) { @@ -1835,12 +1805,6 @@ BOOLEAN ExecuteOverhead( ) } } -#ifdef NETWORKED - if(!pSoldier->flags.fNoAPToFinishMove ) - pSoldier->usLastUpdateTime = GetJA2Clock(); - if (pSoldier->flags.fSoldierUpdatedFromNetwork) - UpdateSoldierFromNetwork(pSoldier); -#endif //haydens network soldier update ->> if(is_client) UpdateSoldierToNetwork ( pSoldier ); diff --git a/Tactical/Points.cpp b/Tactical/Points.cpp index 8f0fc79b5..fe2019d89 100644 --- a/Tactical/Points.cpp +++ b/Tactical/Points.cpp @@ -759,12 +759,6 @@ BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLE sAPCost = 0; } - #ifdef NETWORKED - if( !IsTheSolderUnderMyControl( pSoldier->ubID) ) - { - return( TRUE ); - } - #endif if (is_networked) { diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index b2a1a4118..1f4967f57 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -35,10 +35,6 @@ #include "Soldier macros.h" #include "english.h" #include "Squads.h" -#ifdef NETWORKED -#include "Networking.h" -#include "NetworkEvent.h" -#endif #include "Structure Wrap.h" #include "Items.h" #include "soundman.h" diff --git a/Tactical/Soldier Tile.cpp b/Tactical/Soldier Tile.cpp index 4a117f151..a9b324983 100644 --- a/Tactical/Soldier Tile.cpp +++ b/Tactical/Soldier Tile.cpp @@ -14,10 +14,6 @@ #include "opplist.h" #include "ai.h" - #ifdef NETWORKED - #include "Networking.h" - #include "NetworkEvent.h" - #endif #include "Items.h" #include "soldier tile.h" diff --git a/Tactical/TeamTurns.cpp b/Tactical/TeamTurns.cpp index e0998661e..3e7caa242 100644 --- a/Tactical/TeamTurns.cpp +++ b/Tactical/TeamTurns.cpp @@ -624,11 +624,6 @@ void BeginTeamTurn( UINT8 ubTeam ) } else { -#ifdef NETWORKED - // Only the host should do this - if(!gfAmIHost) - break; -#endif if( is_client && !is_server ) //hayden //disable independant client AI break; diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index d5fc07de9..8c36400e4 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -26,10 +26,6 @@ #include "worldman.h" #include "Handle UI Plan.h" #include "message.h" -#ifdef NETWORKED -#include "Networking.h" -#include "Communication.h" -#endif #include "overhead map.h" #include "World Items.h" #include "Game Clock.h" @@ -2337,26 +2333,6 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) #endif -#ifdef NETWORKED - // DEF: Test Networking - if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '0') && ( InputEvent.usKeyState & ALT_DOWN )) - { - DisplayMultiPlayerInfo(); - } - if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '9') && ( InputEvent.usKeyState & ALT_DOWN )) - { - DisplayDirectPlayInfo(); - } - if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '8') && ( InputEvent.usKeyState & ALT_DOWN )) - { - DisplayDirectPlayPlayerInfo(); - } - - if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '7') && ( InputEvent.usKeyState & ALT_DOWN )) - { - SetDisplayFlag(); - } -#endif if( InputEvent.usEvent == KEY_DOWN ) { diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index 66e3cf511..b09fd15fb 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -1012,10 +1012,6 @@ void StartNPCAI(SOLDIERTYPE *pSoldier) BOOLEAN fInValidSoldier = FALSE; // Only the host should do this -#ifdef NETWORKED - if(!gfAmIHost) - return; -#endif ////pSoldier->flags.uiStatusFlags |= SOLDIER_UNDERAICONTROL; //if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC)) diff --git a/Utils/Event Pump.cpp b/Utils/Event Pump.cpp index 3dd711c90..c0fe69476 100644 --- a/Utils/Event Pump.cpp +++ b/Utils/Event Pump.cpp @@ -13,10 +13,6 @@ #include #include -#ifdef NETWORKED -#include "Networking.h" -#include "NetworkEvent.h" -#endif #include "MemMan.h" #include "Timer Control.h" #include "DEBUG.H" @@ -907,19 +903,11 @@ BOOLEAN AddGameEvent(UINT32 uiEvent, UINT16 usDelay, PTR pEventData) if (usDelay == DEMAND_EVENT_DELAY) { //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent)); -#ifdef NETWORKED - if (gfAmINetworked) - SendEventToNetwork(uiEvent, usDelay, pEventData); -#endif return(AddGameEventToQueue(uiEvent, 0, pEventData, DEMAND_EVENT_QUEUE)); } else if (uiEvent < EVENTS_LOCAL_AND_NETWORK) { //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent)); -#ifdef NETWORKED - if (gfAmINetworked) - SendEventToNetwork(uiEvent, usDelay, pEventData); -#endif return(AddGameEventToQueue(uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE)); } else if (uiEvent < EVENTS_ONLY_USED_LOCALLY) @@ -930,10 +918,6 @@ BOOLEAN AddGameEvent(UINT32 uiEvent, UINT16 usDelay, PTR pEventData) else if (uiEvent < EVENTS_ONLY_SENT_OVER_NETWORK) { //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending network #%d", uiEvent)); -#ifdef NETWORKED - if (gfAmINetworked) - SendEventToNetwork(uiEvent, usDelay, pEventData); -#endif return(TRUE); } // There is an error with the event diff --git a/Utils/Timer Control.cpp b/Utils/Timer Control.cpp index bacba0c10..515302957 100644 --- a/Utils/Timer Control.cpp +++ b/Utils/Timer Control.cpp @@ -235,7 +235,6 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2 timerDone |= UpdateTimeCounter( giTimerCustomizable, iTimeLeft ); } -#ifndef BOUNDS_CHECKER // If mapscreen... if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) @@ -274,7 +273,6 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2 } } } -#endif } } diff --git a/sgp/mousesystem.cpp b/sgp/mousesystem.cpp index f57129bfb..acf640098 100644 --- a/sgp/mousesystem.cpp +++ b/sgp/mousesystem.cpp @@ -114,10 +114,8 @@ BOOLEAN gfRefreshUpdate = FALSE; //that already exists. //TO REMOVE ALL DEBUG FUNCTIONALITY: simply comment out MOUSESYSTEM_DEBUGGING definition #ifdef _DEBUG - #ifndef BOUNDS_CHECKER #define MOUSESYSTEM_DEBUGGING #endif - #endif #ifdef MOUSESYSTEM_DEBUGGING extern BOOLEAN gfIgnoreShutdownAssertions;