Remove unused function parameters

This commit is contained in:
Asdow
2024-11-17 16:39:13 +02:00
parent 2e147d4bd7
commit f39078357b
+3 -3
View File
@@ -1734,7 +1734,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
void SoldierGotHitVehicle( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection );
UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss ); UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss );
void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier ); void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC ); void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC );
@@ -6144,7 +6144,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
// anv: soldier got rammed by vehicle // anv: soldier got rammed by vehicle
if ( ubSpecial == FIRE_WEAPON_VEHICLE_TRAUMA ) if ( ubSpecial == FIRE_WEAPON_VEHICLE_TRAUMA )
{ {
SoldierGotHitVehicle( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); SoldierGotHitVehicle( this, bDirection );
return; return;
} }
@@ -6895,7 +6895,7 @@ void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDam
} }
void SoldierGotHitVehicle( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) void SoldierGotHitVehicle(SOLDIERTYPE *pSoldier, UINT16 bDirection)
{ {
INT32 sNewGridNo = 0; INT32 sNewGridNo = 0;
// IF HERE AND GUY IS DEAD, RETURN! // IF HERE AND GUY IS DEAD, RETURN!