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 <noreply@anthropic.com>
This commit is contained in:
Marco Antonio J. Costa
2026-08-22 02:00:21 -03:00
committed by majcosta
co-authored by Claude Opus 5
parent 98c1e6a1f5
commit ddb691318e
14 changed files with 1 additions and 128 deletions
-4
View File
@@ -1,8 +1,4 @@
#include <types.h> #include <types.h>
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#ifdef JA2UB #ifdef JA2UB
-7
View File
@@ -34,9 +34,6 @@
#include "Game Init.h" #include "Game Init.h"
//DEF: Test Code //DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "Interface Control.h" #include "Interface Control.h"
#include "physics.h" #include "physics.h"
#include "Fade Screen.h" #include "Fade Screen.h"
@@ -824,10 +821,6 @@ UINT32 MainGameScreenHandle(void)
//RenderTacticalInterface( ); //RenderTacticalInterface( );
} }
#ifdef NETWORKED
// DEF: Test Code
PrintNetworkInfo();
#endif
// Render Interface // Render Interface
RenderTopmostTacticalInterface( ); RenderTopmostTacticalInterface( );
-9
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@@ -37,15 +37,6 @@
#include <language.hpp> #include <language.hpp>
// Networking Stuff // 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 #define MAX_DEBUG_PAGES 4
+1 -5
View File
@@ -5715,11 +5715,7 @@ void DisplayJerryBreakingLaptopTransmitterPopup()
swprintf( zString, zNewTacticalMessages[ TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA ], Menptr[ bID ].name ); swprintf( zString, zNewTacticalMessages[ TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA ], Menptr[ bID ].name );
} }
*/ */
#ifdef UBMODSHADYJOB swprintf( zString, zNewTacticalMessages[TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA], Menptr[ bID ].name ); //UB
swprintf( zString, XMLTacticalMessages[0] ); //Shady Job
#else
swprintf( zString, zNewTacticalMessages[TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA], Menptr[ bID ].name ); //UB
#endif
//Display it //Display it
-36
View File
@@ -43,10 +43,6 @@
#include "fov.h" #include "fov.h"
#include "Soldier macros.h" #include "Soldier macros.h"
#include "soldier tile.h" #include "soldier tile.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "Structure Wrap.h" #include "Structure Wrap.h"
#include "Tile Animation.h" #include "Tile Animation.h"
#include "Strategic Merc Handler.h" #include "Strategic Merc Handler.h"
@@ -217,10 +213,6 @@ extern BOOLEAN gfSurrendered;
CHAR8 gDebugStr[128]; CHAR8 gDebugStr[128];
#ifdef NETWORKED
extern BYTE gfAmIHost;
extern BOOLEAN gfAmINetworked;
#endif
#define NEW_FADE_DELAY 60 #define NEW_FADE_DELAY 60
@@ -625,10 +617,6 @@ BOOLEAN InitTacticalEngine( )
if ( !InitOverhead( ) ) // Init Overhead if ( !InitOverhead( ) ) // Init Overhead
return( FALSE ); return( FALSE );
#ifdef NETWORKED
if ( !gfAmINetworked )
gfAmIHost = TRUE;
#endif
return( TRUE ); return( TRUE );
} }
@@ -1182,17 +1170,8 @@ BOOLEAN ExecuteOverhead( )
// Handle animation update counters // Handle animation update counters
// ATE: Added additional check here for special value of anispeed that pauses all updates // 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 ) 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 // Check if we need to look for items
if ( pSoldier->flags.uiStatusFlags & SOLDIER_LOOKFOR_ITEMS ) if ( pSoldier->flags.uiStatusFlags & SOLDIER_LOOKFOR_ITEMS )
@@ -1213,11 +1192,6 @@ BOOLEAN ExecuteOverhead( )
fNoAPsForPendingAction = FALSE; 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 // 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 ) 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; dXPos = pSoldier->pathing.sDestXPos;
dYPos = pSoldier->pathing.sDestYPos; dYPos = pSoldier->pathing.sDestYPos;
pSoldier->EVENT_SetSoldierPosition( dXPos, dYPos ); pSoldier->EVENT_SetSoldierPosition( dXPos, dYPos );
#ifdef NETWORKED
// DEF: Test Code
StopSoldierMovementTime(pSoldier);
#endif
// CHECK IF WE HAVE A PENDING ANIMATION // CHECK IF WE HAVE A PENDING ANIMATION
if ( pSoldier->usPendingAnimation != NO_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 ->> //haydens network soldier update ->>
if(is_client) if(is_client)
UpdateSoldierToNetwork ( pSoldier ); UpdateSoldierToNetwork ( pSoldier );
-6
View File
@@ -759,12 +759,6 @@ BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLE
sAPCost = 0; sAPCost = 0;
} }
#ifdef NETWORKED
if( !IsTheSolderUnderMyControl( pSoldier->ubID) )
{
return( TRUE );
}
#endif
if (is_networked) if (is_networked)
{ {
-4
View File
@@ -35,10 +35,6 @@
#include "Soldier macros.h" #include "Soldier macros.h"
#include "english.h" #include "english.h"
#include "Squads.h" #include "Squads.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "Structure Wrap.h" #include "Structure Wrap.h"
#include "Items.h" #include "Items.h"
#include "soundman.h" #include "soundman.h"
-4
View File
@@ -14,10 +14,6 @@
#include "opplist.h" #include "opplist.h"
#include "ai.h" #include "ai.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "Items.h" #include "Items.h"
#include "soldier tile.h" #include "soldier tile.h"
-5
View File
@@ -624,11 +624,6 @@ void BeginTeamTurn( UINT8 ubTeam )
} }
else else
{ {
#ifdef NETWORKED
// Only the host should do this
if(!gfAmIHost)
break;
#endif
if( is_client && !is_server ) //hayden //disable independant client AI if( is_client && !is_server ) //hayden //disable independant client AI
break; break;
-24
View File
@@ -26,10 +26,6 @@
#include "worldman.h" #include "worldman.h"
#include "Handle UI Plan.h" #include "Handle UI Plan.h"
#include "message.h" #include "message.h"
#ifdef NETWORKED
#include "Networking.h"
#include "Communication.h"
#endif
#include "overhead map.h" #include "overhead map.h"
#include "World Items.h" #include "World Items.h"
#include "Game Clock.h" #include "Game Clock.h"
@@ -2337,26 +2333,6 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
#endif #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 ) if( InputEvent.usEvent == KEY_DOWN )
{ {
-4
View File
@@ -1012,10 +1012,6 @@ void StartNPCAI(SOLDIERTYPE *pSoldier)
BOOLEAN fInValidSoldier = FALSE; BOOLEAN fInValidSoldier = FALSE;
// Only the host should do this // Only the host should do this
#ifdef NETWORKED
if(!gfAmIHost)
return;
#endif
////pSoldier->flags.uiStatusFlags |= SOLDIER_UNDERAICONTROL; ////pSoldier->flags.uiStatusFlags |= SOLDIER_UNDERAICONTROL;
//if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC)) //if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
-16
View File
@@ -13,10 +13,6 @@
#include <vector> #include <vector>
#include <queue> #include <queue>
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "MemMan.h" #include "MemMan.h"
#include "Timer Control.h" #include "Timer Control.h"
#include "DEBUG.H" #include "DEBUG.H"
@@ -907,19 +903,11 @@ BOOLEAN AddGameEvent(UINT32 uiEvent, UINT16 usDelay, PTR pEventData)
if (usDelay == DEMAND_EVENT_DELAY) if (usDelay == DEMAND_EVENT_DELAY)
{ {
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent)); //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)); return(AddGameEventToQueue(uiEvent, 0, pEventData, DEMAND_EVENT_QUEUE));
} }
else if (uiEvent < EVENTS_LOCAL_AND_NETWORK) else if (uiEvent < EVENTS_LOCAL_AND_NETWORK)
{ {
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent)); //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)); return(AddGameEventToQueue(uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE));
} }
else if (uiEvent < EVENTS_ONLY_USED_LOCALLY) 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) else if (uiEvent < EVENTS_ONLY_SENT_OVER_NETWORK)
{ {
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending network #%d", uiEvent)); //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending network #%d", uiEvent));
#ifdef NETWORKED
if (gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(TRUE); return(TRUE);
} }
// There is an error with the event // There is an error with the event
-2
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@@ -235,7 +235,6 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2
timerDone |= UpdateTimeCounter( giTimerCustomizable, iTimeLeft ); timerDone |= UpdateTimeCounter( giTimerCustomizable, iTimeLeft );
} }
#ifndef BOUNDS_CHECKER
// If mapscreen... // If mapscreen...
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
@@ -274,7 +273,6 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2
} }
} }
} }
#endif
} }
} }
-2
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@@ -114,10 +114,8 @@ BOOLEAN gfRefreshUpdate = FALSE;
//that already exists. //that already exists.
//TO REMOVE ALL DEBUG FUNCTIONALITY: simply comment out MOUSESYSTEM_DEBUGGING definition //TO REMOVE ALL DEBUG FUNCTIONALITY: simply comment out MOUSESYSTEM_DEBUGGING definition
#ifdef _DEBUG #ifdef _DEBUG
#ifndef BOUNDS_CHECKER
#define MOUSESYSTEM_DEBUGGING #define MOUSESYSTEM_DEBUGGING
#endif #endif
#endif
#ifdef MOUSESYSTEM_DEBUGGING #ifdef MOUSESYSTEM_DEBUGGING
extern BOOLEAN gfIgnoreShutdownAssertions; extern BOOLEAN gfIgnoreShutdownAssertions;